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Using md3's instead of mdl [Help!]

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Using md3's instead of mdl [Help!]

Postby Karall » Sun Nov 14, 2010 8:05 pm

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?
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Postby Biodude » Sun Nov 14, 2010 8:17 pm

well, if you are in dark places, just rename the .md3 to .mdl

It should work
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Postby Karall » Sun Nov 14, 2010 8:42 pm

Oh thats awesome! Ile try it real soon!
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Postby Karall » Sun Nov 14, 2010 8:52 pm

The modell works, but the textures dont. Its all white. I tried packing the texture but it doesnt make any diffirence.
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Postby dreadlorde » Sun Nov 14, 2010 9:13 pm

Biodude wrote:well, if you are in dark places, just rename the .md3 to .mdl

It should work
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.

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.

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Postby Spirit » Sun Nov 14, 2010 9:26 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Biodude » Sun Nov 14, 2010 10:40 pm

dreadlorde wrote:
Biodude wrote:well, if you are in dark places, just rename the .md3 to .mdl

It should work
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.

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
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Postby dreadlorde » Mon Nov 15, 2010 1:26 am

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
Ah, I see.

Excuse my outburst.
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Postby Karall » Mon Nov 15, 2010 4:44 pm

I still needs teh halp! Textures wont work!!!
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Postby Spirit » Mon Nov 15, 2010 5:47 pm

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
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Postby Karall » Mon Nov 15, 2010 8:51 pm

So....that was a joke? Sorry im a bit tired...or dumb....
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Postby Karall » Tue Nov 16, 2010 4:28 pm

Bumping becouse i really need help!
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Postby Boss429 » Wed Nov 17, 2010 2:53 am

take your MD3 model ie "shellbox.md3" and rename it to what ever quake named it, in this case "maps/b_shell0.bsp".
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Postby Biodude » Wed Nov 17, 2010 3:11 am

or try .tga if bmp doesnt work
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Postby leileilol » Wed Nov 17, 2010 3:15 am

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!
i should not be here
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