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Having a lot of difficulty :/
Posted: Mon Sep 28, 2009 10:39 pm
by Downsider
Recently made a very nice pistol model in 3ds Max 9.
Can't get it to MDL. Can anybody help? I mean, I've tried literally everything. Tried 3ds Max -> SMD -> Milkshape -> MD3 -> Quark -> MDL but when I tried importing from Milkshape, certain vertices got unrigged off the model.
Jesus Christ it's impossible. HELP.
Posted: Mon Sep 28, 2009 11:05 pm
by MauveBib
There's an md2 plugin for max called QTip, but it only allows exports of models with tiny skins that you'll have to resize afterwards in qme or something.
md2 > mdl is trivial, save in qme, load and resave in quark.
Posted: Mon Sep 28, 2009 11:22 pm
by Downsider
Unable to place all textures in specified skin size
NOTE: This error is often caused by a texture being tiled excessively in a model resulting in necessity for a huge image.
Go to
http://www.qtipplugin.com/faq.htm for a complete explanation of this error.
FAQ doesn't tell me anything I wasn't already aware of and have tried.
oO Wtf mate, wtf.
EDIT: 64x64 works, eh, but I need 256x256. I'll figure something out. Major thanks.
Posted: Mon Sep 28, 2009 11:50 pm
by MauveBib
Yep, shrink the skin down to export, then resize it up again in qme.
Posted: Tue Sep 29, 2009 12:42 am
by Downsider
Well, this doesn't exactly work. When I export from QME 3.1, and chuck it in FitzQuake, it says the model number is <insert gigantic number here> and it should be 29.
What.
Posted: Tue Sep 29, 2009 1:04 am
by frag.machine
29 ? You mean something like "BSP version is <number>,not 29" ?
Well, you should never get such message with alias (.mdl) models, since default .mdl version is 6.
Posted: Tue Sep 29, 2009 1:20 am
by Downsider
frag.machine wrote:29 ? You mean something like "BSP version is <number>,not 29" ?
Exactly my thoughts. It says LoadModBrush as well. However, it's not the brush model; it's quite obviously the alias model. In Darkplaces, it doesn't give the error, but it does replace the model with the diamond-shaped placeholder.
Posted: Tue Sep 29, 2009 1:27 am
by MauveBib
For some reason qme's md2>mdl convertion is a bit bust.
To fix it you have to export from qme as mdl, then load it in quark, then save as mdl, then load it back in qme to import the skin, then finally save as mdl again.
Silly, but it works.
Posted: Tue Sep 29, 2009 1:31 am
by Downsider
MauveBib wrote:For some reason qme's md2>mdl convertion is a bit bust.
To fix it you have to export from qme as mdl, then load it in quark, then save as mdl, then load it back in qme to import the skin, then finally save as mdl again.
Silly, but it works.
Now QME is giving me shit about a floating point overflow.
This is real fun and all, guys, but, you know, it's bullshit.
EDIT: Not to say I don't appreciate the help, I do, seriously. I understand that it's a whole project to get this working and many people have their own little methods. Just venting here, more or less.
Posted: Tue Sep 29, 2009 1:42 am
by MauveBib
Try resizing the model without changing the view angle? Too large models are all I can think of that cause floating point errors in qme
Posted: Tue Sep 29, 2009 2:03 am
by Downsider
MauveBib wrote:Try resizing the model without changing the view angle? Too large models are all I can think of that cause floating point errors in qme
It's definitely not too large.
Posted: Tue Sep 29, 2009 3:06 am
by Dr. Shadowborg
For a possible alternative try the blender model exporter mentioned in this thread here:
http://forums.inside3d.com/viewtopic.php?t=1210
Posted: Tue Sep 29, 2009 3:14 am
by Downsider
Find me a way to go Max to Blender without losing anything (UVMaps, animations, rigging, bones) and you got a deal.
Posted: Tue Sep 29, 2009 3:28 am
by chris4268
Maybe you should try importing to Blender with different extensions, Mr.Breadsticks.
Posted: Tue Sep 29, 2009 3:31 am
by Downsider
Well 90% of that post makes very little sense to me but thanks anyway, mate.
EDIT: Oh, do you mean extensions as far as different model formats? Yeah, I know that much, but very few preserve all aspects of the model including bones, uv, etc. Collada seems to be winning so far as far as supported features go, though.