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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.

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Quake 2 Model Editor v0.90
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flobblob
flobblob - - 33 comments

Do you have to animate characters by dragging vertex's or can you use a skeletal animation system...

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Midcode
Midcode - - 49 comments

I believe that Quake 2 does not have skeletal animation support.

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TheHappyFriar Author
TheHappyFriar - - 518 comments

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.

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Taamalus
Taamalus - - 46 comments

Is there a tutorial on the how too?

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Roarkes
Roarkes - - 213 comments

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." ?

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TheHappyFriar Author
TheHappyFriar - - 518 comments

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. :)

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Neoptolemus
Neoptolemus - - 13 comments

The order of the animations and the number of keyframes they contain is hard-coded, so as long as you use the same animation order in the file and ensure the number of key frames match then you won't need to modify code. This is how custom multiplayer character models work without needing a whole new mod.

You also have to bear in mind that certain animations (e.g. shooting anim) have special behaviours coded for certain frames (e.g. spawn projectile on keyframe 3 during the shooting animation), so make sure custom animations respect that. Otherwise you should be ok.

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DarkStarAngelo
DarkStarAngelo - - 177 comments

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.

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TheHappyFriar Author
TheHappyFriar - - 518 comments

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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cambreaKer
cambreaKer - - 997 comments

Cool, can I edit the skins in this editor? :)

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Guest
Guest - - 687,512 comments

I think so. I may have even put in some primitive painting ability, I can't really remember. But you can definitely import a different skin texture and move the texture mapping UV's around.

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phil1461219411
phil1461219411 - - 1 comments

I think so. I may have even put in some primitive painting ability, I can't really remember. But you can definitely import a different skin texture and move the texture mapping UV's around.

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TheHappyFriar Author
TheHappyFriar - - 518 comments

You can, I use Blender & Gimp however. I make my skin in Blender/Gimp, then export as a PCX with the Q2 pallet, import in to q2modeler, setup the skin & re-save the model.

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cambreaKer
cambreaKer - - 997 comments

Thanks.

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Orzene
Orzene - - 1 comments

Is there a way to realign weapons to custom meshes inside QME, or do I need to export to something like Blender?

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TheHappyFriar Author
TheHappyFriar - - 518 comments

No, each frame has it's own center. I believe modern Q2 clients let you change the location of the vwep's, but 3rd person would need to be modified in something like blender. You COULD do it in QME but you'd have to do it each frame.

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tabijaky
tabijaky - - 17 comments

Can you add in a viewmodel perspective, it makes it more easier for me to see where weapons are going to end up

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Guest
Guest - - 687,512 comments

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