Using md3's instead of mdl [Help!]
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I've used TextPad to edit the texture paths in MD3 and it's worked just fine.
Did you remember to press the Insert key before doing editing? So that everything you type will replace (instead of adding) what was in the cursor's location..
Did you remember to press the Insert key before doing editing? So that everything you type will replace (instead of adding) what was in the cursor's location..
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
md2s do not store the texture in the model, only the path (like md3). So you can use whatever quality texture you want with md2.
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
No, mdl is the only format that internally stores the skin. You can't "expand the palette" unless you create a custom MDL format, with a custom exporter...
Maybe you could upload the md3 and tga you were trying to get work, and one of us could take a look at it.
Maybe you could upload the md3 and tga you were trying to get work, and one of us could take a look at it.
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
Okay, you've renamed the md3 to mdl.
First problem, your md3 doesn't seem to have normals generated properly (they all point in the same direction). The lighting will look screwed up unless this is fixed. Too bad Qwalk2 isn't around yet, it could have helped you with that... You'll have to figure it out with whatever exporter you're using.
Secondly, it looks like you want two surfaces/meshes, one for the hand and one for the gun. You need two surfaces if you want to use two textures. But your md3 only contains one surface (the hand). So there's no way to get the gun's texture on there. The hand texture will show up on both the gun and the hand. You probably exported it wrong somehow, or the exporter you used was crappy. I don't know.
Anyway, the texture path in the md3 for the texture is "F:\Modding\Quake Modding\Mod\TestQuake\ID1\Progs\Material.001". First of all, absolute paths are BAD! Second of all, I have no idea what "Material.001" is supposed to be.
If your texture is stored in TestQuake/ID1/Progs/Hand_TextureMap.jpg, the MD3's texture path should be "progs/Hand_TextureMap.jpg". (relative to the mod/id1 dir)
All this stuff has to do with the export to md3 process, which I can't help you with because I don't know which exporter you're using, and furthermore I've never used one.
Qwalk2 would be able to help with all of this except for the fact that your two surfaces/meshes seem to have been merged. But Qwalk2 won't be ready for a while, so I should shut up about that.
First problem, your md3 doesn't seem to have normals generated properly (they all point in the same direction). The lighting will look screwed up unless this is fixed. Too bad Qwalk2 isn't around yet, it could have helped you with that... You'll have to figure it out with whatever exporter you're using.
Secondly, it looks like you want two surfaces/meshes, one for the hand and one for the gun. You need two surfaces if you want to use two textures. But your md3 only contains one surface (the hand). So there's no way to get the gun's texture on there. The hand texture will show up on both the gun and the hand. You probably exported it wrong somehow, or the exporter you used was crappy. I don't know.
Anyway, the texture path in the md3 for the texture is "F:\Modding\Quake Modding\Mod\TestQuake\ID1\Progs\Material.001". First of all, absolute paths are BAD! Second of all, I have no idea what "Material.001" is supposed to be.
If your texture is stored in TestQuake/ID1/Progs/Hand_TextureMap.jpg, the MD3's texture path should be "progs/Hand_TextureMap.jpg". (relative to the mod/id1 dir)
All this stuff has to do with the export to md3 process, which I can't help you with because I don't know which exporter you're using, and furthermore I've never used one.
Qwalk2 would be able to help with all of this except for the fact that your two surfaces/meshes seem to have been merged. But Qwalk2 won't be ready for a while, so I should shut up about that.
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
Alright so i got a new exporter wich let me choose a shader path. So inside progs i made a skin folder where i put my hand texture as hand.tga and my gun texture as gun.tga. Then inside blender i reassignd my textures following the textures i put in my skin folder. Then i exported directly into the progs folder as v_pistol.md3 ( i have fixed inside my code so theres a new weapon as v_pistol. Then i set the shader path to my skin folder inside progs. Then i renamned my v_pistol.md3 to v_pistol.mdl. So when i start darkplaces it says that it couldnt load progs/Skin/material . I tried renaming my gun texture to Material.tga and a bunch of that kinda stuff but i still cant get it to work. What am i doing wrong?
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
I AM the in-depth tutorial for getting md3s to work in darkplaces.
Please follow my instructions again
There's also other alternatives to get your texture to work, like a .shader file that contains your weird path:
Also, there's another way to correct your path - using this program to correct it from the command-line.
There's more than one way to skin a cat assuming your cat is a md3.
Please follow my instructions again
There's also other alternatives to get your texture to work, like a .shader file that contains your weird path:
- Code: Select all
progs/Skins/Material.001
{
{
map progs/skins/mygunman.tga
rgbGen lightingDiffuse
}
}
Also, there's another way to correct your path - using this program to correct it from the command-line.
There's more than one way to skin a cat assuming your cat is a md3.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
My apologies for my previous post in this thread. I had too much beer and ... well ... I was a bit obnoxius.
Sorry.
[Stupid character flaw that surfaces from time to time ...]
Sorry.
[Stupid character flaw that surfaces from time to time ...]
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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