Best Method for Various Player Heads

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Best Method for Various Player Heads

Post by leileilol »

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
i should not be here
Ace12GA
Posts: 56
Joined: Sat Jan 28, 2012 12:08 am

Re: Best Method for Various Player Heads

Post by Ace12GA »

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.
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Re: Best Method for Various Player Heads

Post by Ghost_Fang »

still didn't work :/
unless torso.md3_0.tga doesnt work?
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Best Method for Various Player Heads

Post by leileilol »

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
i should not be here
Ghost_Fang
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Re: Best Method for Various Player Heads

Post by Ghost_Fang »

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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