Quake 2 Model Editor v0.90. Very useful in making sure your Quake 2 custom models work in game.
IMPORTANT NOTE: change the preferences base folder to the mod you're working on. If you don't then you could have issues with non-player models.
Do you have to animate characters by dragging vertex's or can you use a skeletal animation system...
I believe that Quake 2 does not have skeletal animation support.
Nope, doesn't, but most games until ~2004ish don't. You can model in Blender (or your other favorite app), use bones, etc. then use q2modeler to attach the skin to the md2 model.
Is there a tutorial on the how too?
You cannot make Quake 2 custom models without making a new gamex86.dll. So, why " Very useful in making sure your Quake 2 custom models work in game." ?
I've made dozens of custom models and no dll changes. I have 146 custom player models in my Q2 install that don't need a dll.
You're misinformed. :)
Hello, I've been trying to change the scale and point of origin of certain models in a frame but whenever it moves onto the next frame of animation, it reverts back to it's original size and point of origin. Is there any way to copy the scale and origin attributes over to every single frame of animation whilst keeping the model and all other animations entirely intact? It's just to eliminate the tedium of separately changing each and every frame, I would appreciate it a lot if you could help me with this.
I don't know since I normally model in Blender, but from what I've done with Q2Modeler, it sets each vertex at each frame, so you should model everything before you animate it/add frames.
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