Using md3's instead of mdl [Help!]
Moderator: InsideQC Admins
66 posts
• Page 1 of 5 • 1, 2, 3, 4, 5
Using md3's instead of mdl [Help!]
So yea, how do i replace the weapon modells with md3 models? I use darkplaces and i read that it was compatible. Also does md3 function any diffirent?
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
You're joking, right? That doesn't change *anything* except the name of the file. The model isn't automagically converted into a md3 from an mdl. md3 is completely different from mdl in almost every way.Biodude wrote:well, if you are in dark places, just rename the .md3 to .mdl
It should work
Why you would even suggest such a thing is beyond me.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
dreadlorde wrote:You're joking, right? That doesn't change *anything* except the name of the file. The model isn't automagically converted into a md3 from an mdl. md3 is completely different from mdl in almost every way.Biodude wrote:well, if you are in dark places, just rename the .md3 to .mdl
It should work
Why you would even suggest such a thing is beyond me.
read spirit's post.
If you want to replace a player model, then you just rename it .mdl, darkplaces reconizes if it is a md3 or not
-

Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
Ah, I see.Biodude wrote:read spirit's post.
If you want to replace a player model, then you just rename it .mdl, darkplaces reconizes if it is a md3 or not
Excuse my outburst.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Reading your post makes me suggest to check the spelling of your filenames.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
In the QuakeC programming forum i'd expect a solution such as
if(DP_QUAKE3_MODEL_SUPPORT) // have a float set in worldspawn if our md3 extensions are queried and in check
setmodel(self,"progs/model.md3");
BUT NOT THESE LAME "CALL IT MDL!!!" lol!
if(DP_QUAKE3_MODEL_SUPPORT) // have a float set in worldspawn if our md3 extensions are queried and in check
setmodel(self,"progs/model.md3");
BUT NOT THESE LAME "CALL IT MDL!!!" lol!
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
66 posts
• Page 1 of 5 • 1, 2, 3, 4, 5
Who is online
Users browsing this forum: No registered users and 1 guest