md2 models
md2 models
Found some interesting models here: http://www.md2.sitters-electronics.nl/models.htm
Having problems running them in Darkplaces, model is showing but unskinned, with the following error: "Invalide skin coordinate, reverting to ....."
Is there a usual reason/solution for this? Although DP shows the models qme 3.0 crashes when loading it.
Having problems running them in Darkplaces, model is showing but unskinned, with the following error: "Invalide skin coordinate, reverting to ....."
Is there a usual reason/solution for this? Although DP shows the models qme 3.0 crashes when loading it.
Re: md2 models
mmm, thanks for the Site. These models are GNU and grEat.
I could use the models but I had to do some "strange" things.
First to import the skins with quark, because some models do not have assigned skins. I opened them with the quark and then I imported them with
toolboxes-texture browser - edit-import files - make file links and I imported the skins in format pcx (8 bits to avoid problems and after I use 32 bits).
YES!!! this is the way to import skins with quark.Well, then I put the models in the directory of the models of my mod (progs) together with the correspondent skins.
when I iproved with the darkplaces the model was seen without SKIN.
OPS!
what I did was simply to put the skin in the directory of the mod, BEcausethe skins should not be in the directory progs, but in the same mod directory (same folder directory progs, sound, maps etc.).
Because the engine calls from there.This is really ugly but one can repair putting one texture.pk3 with all the skins (I believe that it would work) or one pak2.pak or something like that.
I believe, nevertheless, that another solution consists (once we have imported the skins in the quark) to transform the models md2 to mdl.this would be another solution.
I hope to have explained myself, sorry for my English.
I could use the models but I had to do some "strange" things.
First to import the skins with quark, because some models do not have assigned skins. I opened them with the quark and then I imported them with
toolboxes-texture browser - edit-import files - make file links and I imported the skins in format pcx (8 bits to avoid problems and after I use 32 bits).
YES!!! this is the way to import skins with quark.Well, then I put the models in the directory of the models of my mod (progs) together with the correspondent skins.
when I iproved with the darkplaces the model was seen without SKIN.
OPS!
what I did was simply to put the skin in the directory of the mod, BEcausethe skins should not be in the directory progs, but in the same mod directory (same folder directory progs, sound, maps etc.).
Because the engine calls from there.This is really ugly but one can repair putting one texture.pk3 with all the skins (I believe that it would work) or one pak2.pak or something like that.
I believe, nevertheless, that another solution consists (once we have imported the skins in the quark) to transform the models md2 to mdl.this would be another solution.
I hope to have explained myself, sorry for my English.
hi, I am nahuel, I love quake and qc.
Re: md2 models
I wouldn't count on that. This artist plagiarised work from commercial games. He licenses stuff that's not his under the GNU GPL, including work of copyrighted likenesses (you can't GPL a Doom monster)Nahuel wrote:These models are GNU and grEat.
I made him cry pointing out his woman and rat models coming right out of Deus Ex once. When he couldn't deny anymore, he threatens ...
i should not be here
Re: md2 models
leileilol wrote:I wouldn't count on that. This artist plagiarised work from commercial games.Nahuel wrote:These models are GNU and grEat.
I made him cry pointing out his woman and rat models coming right out of Deus Ex once. When he couldn't deny anymore, he threatens ...
deus ex machina???
hi, I am nahuel, I love quake and qc.
Thanks leileilol I was kind of guessing that they looked too good to be true.
Is there a way to know which are appropriate to use and which aren't? Or are they all dodgy?
EDIT:
Although to be honest it's a somewhat pointless as 1) I can't get the models to load their textures in an editor and (slightly less problematically admittedly, as if I could save them w/ textures and get QME 3.0 happy with them I could sort it) their a little out of scale
Is there a way to know which are appropriate to use and which aren't? Or are they all dodgy?
EDIT:
Although to be honest it's a somewhat pointless as 1) I can't get the models to load their textures in an editor and (slightly less problematically admittedly, as if I could save them w/ textures and get QME 3.0 happy with them I could sort it) their a little out of scale
Check out http://opengameart.org/
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
-
- Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
- Contact:
Just a couple questions:
How do I load an MD2 Model through QC? Do I just precache it just like I would precache an mdl, and load it like an MDL?
Also, How does the game read the Texture path. When exporting the model and you have to define the texture path, do you have to define its exact path? Or is there some shortcut that would allow you to Move the Texture location. Because what if you rename the folder, wouldn't the md2 file get confused and not know where to find the texture?
How do I load an MD2 Model through QC? Do I just precache it just like I would precache an mdl, and load it like an MDL?
Code: Select all
setmodel(self, "progs/v_shot.md2");?
-
- Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
precisely. rename your model from model.md2 to model.mdl if using darkplaces.Mexicouger wrote:Just a couple questions:
How do I load an MD2 Model through QC? Do I just precache it just like I would precache an mdl, and load it like an MDL?Code: Select all
setmodel(self, "progs/v_shot.md2");?
put the texture in the same folder of the model and name it modelname.mdl_0.tga. if that doesn't work, open the md2 in qme or something and find the name of the texture it wants to load. rename your texture accordingly.Mexicouger wrote: Also, How does the game read the Texture path. When exporting the model and you have to define the texture path, do you have to define its exact path? Or is there some shortcut that would allow you to Move the Texture location. Because what if you rename the folder, wouldn't the md2 file get confused and not know where to find the texture?
-
- Posts: 4
- Joined: Tue Mar 16, 2010 9:49 am