Using md3's instead of mdl [Help!]
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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:
A skin file would contain something of the following:
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h_face,models/monster/alien/face.tga
l_ass,models/monster/alien/ass.tga
tag_difference,
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
You can also use .skin files to 'replace' paths in md3s, so try doing a .skin file that is just this:
Nice blind man advice.
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replace "c:\modding\quake\weps\plane" "plane"
replace "Material" "progs\plane.tga"
Biodude wrote:put textures in that folder
Nice blind man advice.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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?
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
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.
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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.
a .skin file can override those texture names based on the surface names instead, if so desired.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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