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Using md3's instead of mdl [Help!]

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Postby Karall » Sat Nov 20, 2010 2:06 pm

Durrr i cant get the textures to work! I tried using tga and some others but it wont work...
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Postby Biodude » Sat Nov 20, 2010 2:51 pm

put the textures in the same folder. If there are multiple, just throw em in the progs folder too.
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Postby leileilol » Sat Nov 20, 2010 3:28 pm

md3s need .skin files to point materials to textures. Check the console for clues on texture names and paths it is panicking on when they load.

A skin file would contain something of the following:
Code: Select all
h_face,models/monster/alien/face.tga
l_ass,models/monster/alien/ass.tga
tag_difference,
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Postby Karall » Sat Nov 20, 2010 5:27 pm

I looked in the console and all i could find was v_shot could not load texture "c:\modding\quake\weps\plane" or something like that.
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Postby Biodude » Mon Nov 22, 2010 2:27 am

put textures in that folder
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Postby Karall » Mon Nov 22, 2010 9:00 pm

I already tried that a bunch of times. Still wont work :S
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Postby Karall » Thu Nov 25, 2010 12:40 pm

Durr! I feel stupid. Ive tried everything, still cant friggin get it to work!
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Postby Spirit » Thu Nov 25, 2010 12:45 pm

Do you hope for someone to tell you what you are doing wrong? If you do, try posting elaborate and coherent information about what exactly you are trying to do and how.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby leileilol » Thu Nov 25, 2010 1:49 pm

You can also use .skin files to 'replace' paths in md3s, so try doing a .skin file that is just this:

Code: Select all
replace "c:\modding\quake\weps\plane" "plane"
replace "Material" "progs\plane.tga"


Biodude wrote:put textures in that folder

Nice blind man advice.
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Postby Karall » Thu Nov 25, 2010 2:52 pm

OK then spirit. Im trying to use my weapon model as an md3 instead of an mdl. So basicly how i do it is i export the model as md3, rename it to .mdl then place it in the progs folder. The problem is that when i looks at the weapon in-game, its all white. Wich i take as it not having any texture. Thats what i want help with, fixing the model so it has textures. Altho i dont think md3 is the only solution to better looking models ( If it even does that ). When i use .mdl i can only use the quake pallet with my textures, wich is not enough at all. The texture quality becomes shite! Is the any other solution to getting better texture quality?
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Postby Biodude » Fri Nov 26, 2010 2:52 am

md3 removes the jiggle factor to animated models for quake, when converting.

You could also use a high quality skin for normal quake models externally
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Postby leileilol » Fri Nov 26, 2010 2:54 am

Biodude wrote:md3 removes the jiggle factor to animated models for quake, when converting.

WRONG AGAIN.
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Postby Karall » Fri Nov 26, 2010 6:48 am

Biodude wrote:md3 removes the jiggle factor to animated models for quake, when converting.

You could also use a high quality skin for normal quake models externally


How would i use a high quality skin for normal quake models externally then? Also i use Darkplaces.
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Postby frag.machine » Fri Nov 26, 2010 11:19 am

Karall wrote:
Biodude wrote:md3 removes the jiggle factor to animated models for quake, when converting.

You could also use a high quality skin for normal quake models externally


How would i use a high quality skin for normal quake models externally then? Also i use Darkplaces.


Source: http://icculus.org/twilight/darkplaces/readme.html

Darkplaces readme wrote:Replacing skins

* progs/player.mdl_0.tga - diffuse
* progs/player.mdl_0_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping)
* progs/player.mdl_0_bump.tga - bumpmap (not loaded if normalmap is present)
* progs/player.mdl_0_gloss.tga - gloss map, also known as specular color map (the color of reflected light)
* progs/player.mdl_0_glow.tga - glow map (use _luma if tenebrae compatibility is a concern)
* progs/player.mdl_0_luma.tga - alternate tenebrae-compatible name for glow map (use one or the other)
* progs/player.mdl_0_pants.tga - pants image, greyscale and does not cover the same pixels as the diffuse texture (this is additive blended ('Screen' mode in photoshop) ontop of the diffuse texture with a color tint according to your pants color), make sure you have black pixels in the diffuse image otherwise you get 'ghosting' (washed out and too bright because both layers are being combined on these pixels)
* progs/player.mdl_0_shirt.tga - shirt image, same type as pants
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Spike » Fri Nov 26, 2010 12:16 pm

md3s store a shader/texture name inside them. it is that that says where the texture is stored, it doesn't matter what the model is called, or what skin number it is.
a .skin file can override those texture names based on the surface names instead, if so desired.
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