So here's the list of tools i use:
1: a modeling program your used to, be it milkshape, 3ds max, or blender.
2: (this tutorial isnt for blender specific so you will need a tool for conversion) i use milkshape 3D
3: a tool to texture your model. idc if its paint just something.
4: quark - another conversion tool.
5: qme for misc. bs.
next your going to need a good directory to place all your stuff.
our directorys follow like this.
base: "C:\qmdl"
next we'll put our objs here.
obj srcs: base: "C:\qmdl\obj"
next, textures.
texture: "C:\qmdl\tex"
and lastly animations.
animation: "C:\qmdl\smd"
ok now that we're finished with all that and you've made sure all of your files are in the correct folders. lets get started assuming you already have your model made and in obj format. open up milkshape then go to "file>import>WAVEFRONT Obj..."
should look like this.
next, make sure everything is grouped as one. by going to the groups tab selecting all faces and pressing regroup.
then make sure your texture is a TGA and go to the materials tab. make sure that the path is pointed to the tga and that you also have your 256 quake palleted .bmp ready for later.
ok... to get the thing to compile to a format we can actually use we need to do a couple more steps... ( i know this looks like a lot... but its really not once you get used to it and get into a work flow using this the process is actually pretty fast)
ok next step. go into the "model" stab and select "joint" and place one some where close to your model preferably somewhere below it but close. select all of the vertecies and the joint and go to the joint TAB.
then go to tools>quakeIII arena> Generate control file.
in the set up your directories.
this is what mine looks like:
Code: Select all
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "C:\qmdl\pistol.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 1
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh "Cone01"
$skin "C:\qmdl\tex\tut_pistol.tga"
$flags 0
then go to file>export> quake III arena... export it as the same name as the .qc file you generated.
next open up quark.
and open your md3 in it.
after you have your .md3 open go to toolbox tab>texture browser
and then click "used skin textures" in the left side list. then click edit > import files> make file links. and import the bmp version of your texture. in the list click it copy it then go back to tool box>(your model name) tab.
after your back to your models tab, go down on the bottom left and look for "skins" paste your copied bmp there and delete the tga.
then go to file save as quake1.mdl
almost done, just open your model in qme, you'll notice a few things. but the only one im going to address is that the skin is wrong it looks all wrong.
its ok, just import your bmp again and replace the one that was there when you saved your new .mdl DONE.
here's the source for anyone who wants take a look at how i had set up everything.
qmdl.rar