Using md3's instead of mdl [Help!]
Moderator: InsideQC Admins
66 posts
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Dude, try to focus in one single thing. What exactly do you want to do ? Just replace the .mdl skin with a .tga image ? Or do you want to create a complete replacement (md3 + shader) ? My advice is to start with the easiest option and, if it isn't enough, then try something more complex.
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
Alright, frag machine your right. Basicly, i just want to have way better texture quality. More colours and details, possibly bump mapping. How would i do that. I do know that Quake uses a pallete of x number of colours, wich is way to little. As i said im using darkplaces, so i could i get around this problem?
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
For .md3's to use textures you need to change the model's material name to the path of the texture file within the 3d modelling program you are using.
It'll be something like this "progs/texturename.tga".
And if you want to use normal maps just name the normal map texture to the same thing as your regular texture but add "_norm" before the file extension.
If you want multiple textures on a single .md3 model and be able to switch between different textures during the game using QC, you will need to use .skin files.
.skin file names should be like this "model.md3_0.skin", "model.md3_1.skin", "model.md3_2.skin", and so on.
It'll be something like this "progs/texturename.tga".
And if you want to use normal maps just name the normal map texture to the same thing as your regular texture but add "_norm" before the file extension.
If you want multiple textures on a single .md3 model and be able to switch between different textures during the game using QC, you will need to use .skin files.
.skin file names should be like this "model.md3_0.skin", "model.md3_1.skin", "model.md3_2.skin", and so on.

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DukeInstinct - Posts: 20
- Joined: Sat Jul 10, 2010 11:20 pm
- Location: DukeLand
Alright so the the texture i use in my program is called v_shot.tga, so i export to md3, put the md3 inside the progs folder, rename the v_shot.md3 to v_shot.mdl, put my v_shot.tga in the progs folder and then start. Guess what, it doesn't work. WHY!!!
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
It tries to load the image from... <your-quake-dir>\<your-mod-dir>\
You could open the MD3 with a text editor to see where it tries to load it, and you could even edit the path there, but be sure to press Insert key before editing it.. otherwise you'll screw up the MD3. Also it's not a good idea to use Backspace or Delete to fix typos, better just get it right the first time, or use Ctrl+Z to undo the typo if you make such.
You could open the MD3 with a text editor to see where it tries to load it, and you could even edit the path there, but be sure to press Insert key before editing it.. otherwise you'll screw up the MD3. Also it's not a good idea to use Backspace or Delete to fix typos, better just get it right the first time, or use Ctrl+Z to undo the typo if you make such.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
You don't.. that's how it looks like.. Put on wordwrap in the text editor, so you'll see the contents easier.
Then just find the name of the texture in the file and edit it. The texture paths are twice in the file per texture..
First in the file is IDP3, then name of the mesh, then some bunch of symbols, then comes a list of frames and then you'll see another IDP3 and immediately followed by the texture path, then some symbols and the texture path again.
If the model use more than one texture, the other textures paths are much more down in the file. Search/Find should work in the file to make it easier to find the texture paths.
Then just find the name of the texture in the file and edit it. The texture paths are twice in the file per texture..
First in the file is IDP3, then name of the mesh, then some bunch of symbols, then comes a list of frames and then you'll see another IDP3 and immediately followed by the texture path, then some symbols and the texture path again.
If the model use more than one texture, the other textures paths are much more down in the file. Search/Find should work in the file to make it easier to find the texture paths.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Remote desktop! Just kidding, that would take even longer to figure out. (Also, it's so 90s...)
Karall, you said the console said "can't load lkdfjasdklfhaskdf/asdasjda/dajsd". It's probably telling you the skin path that was given in the md3 file. Did you try putting your image there?
Also when you say "doesn't work", do you mean your model shows up properly, but has just a solid colour or checkerboard pattern for a texture?
Karall, you said the console said "can't load lkdfjasdklfhaskdf/asdasjda/dajsd". It's probably telling you the skin path that was given in the md3 file. Did you try putting your image there?
Also when you say "doesn't work", do you mean your model shows up properly, but has just a solid colour or checkerboard pattern for a texture?
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
if you're using a windows-based text editor, editing an md3 in it will royally fuck it up.
view it by all means, but don't edit it without using proper tools. just use the path it says and put your texture in a place to match it.
view it by all means, but don't edit it without using proper tools. just use the path it says and put your texture in a place to match it.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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