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md3

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Postby MauveBib » Sun Jul 19, 2009 12:05 pm

If you convert it with animations it will still wobble as md3. If you convert it then animate it it'll be ok.
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Postby leileilol » Sun Jul 19, 2009 3:07 pm

Chip wrote:I know that some engines display mdl weapons with a slight wobbling effect

Not some. All.

Chip wrote:which does not appear on md3 models.


Like as said, converting mdl to md3 will not undo the wobble damage of the MDL ever.
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Postby Chip » Mon Jul 20, 2009 10:47 am

I want to convert the static mdl to md3 and then animate it.
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Postby MeTcHsteekle » Mon Jul 20, 2009 1:11 pm

Chip wrote:I want to convert the static mdl to md3 and then animate it.


Image
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Postby Chip » Tue Jul 21, 2009 2:03 pm

:) Thanks for the cute animal. I give up for now. I applied an idle movement to the player, and the weapon is not wobbling. It is fixed.

However, I think it might be a skin issue. Is the skin format the same as for a mdl? The mdl uses an external TGA texture and everything works fine.
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Postby MeTcHsteekle » Tue Jul 21, 2009 2:44 pm

yeah i think that skin should work for the md3 version
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Postby Chip » Wed Jul 22, 2009 8:58 am

OK, last questions regarding md3 before I move on to create all mdl weapons:

1. in qME should I have a skin folder? You know, in the left pane, I have a 'Frames' folder and some models have a 'Skin' folder. If I create a skin using the skin wizard, it messes it up. The mdl works fine without creating the skin.

2. I am currently using the _bump and _gloss texture combination and I'm happy with the result. However, could I use shaders (I'm using DP) to improve the bump and shine effect on the weapon? And could you give an example of the shader? I have a lot of info on q3 shaders, but nothing about glossiness and bumpmapping.
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