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Best Method for Various Player Heads

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

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Re: Best Method for Various Player Heads

Postby leileilol » Fri Mar 09, 2012 5:36 am

If you don't see an MD3 then it has no surface texture.

Open the console, read what's missing, then fill in that missing
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Re: Best Method for Various Player Heads

Postby Ace12GA » Sat Mar 10, 2012 12:14 am

leileilol wrote:If you don't see an MD3 then it has no surface texture.

Open the console, read what's missing, then fill in that missing


Hehe, I never even thought of that. Thanks.
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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Sat Mar 10, 2012 4:04 am

still didn't work :/
unless torso.md3_0.tga doesnt work?
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Re: Best Method for Various Player Heads

Postby leileilol » Sun Mar 11, 2012 1:32 am

MD3 isn't MDL, as MD3 actually specifies a real shader name. Don't use the MDL TGA skin workaround for MD3.

The console should report what texture is missing
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Re: Best Method for Various Player Heads

Postby Ghost_Fang » Sun Mar 11, 2012 3:51 am

It didn't print what was wrong, but all i did was edit the md3 with NPherno's Md3Compiler and made my own paths and now it works.
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