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Merging in qME destroys texture
Posted: Sun Jun 26, 2011 3:05 pm
by siska.robert
Hello.
I'm having problem with qME...
I have gun model with it's texture. I wanted to add some effects, so I imported bolt.mdl from original pak.
This is what happens to texture:
https://picasaweb.google.com/lh/photo/3 ... directlink
How can I prevent this?
Re: Merging in qME destroys texture
Posted: Sun Jun 26, 2011 5:42 pm
by Nahuel
For import models to other i use
http://www.moddb.com/games/quake-2/down ... ditor-v090
And QUARK .
You need to do strange things, like resize the original skin, conversions etc... Is the only way that I know
Posted: Sun Jun 26, 2011 6:05 pm
by ceriux
yeah, your going to have to make a skin that supports both the texture for the original model and the merged one. which means less texture space for what ever, it's probably best to decide which needs less texture space. what ever needs more detail give it more room.
(to do this your going to have to open the model in a real model editor.)
Posted: Sun Jun 26, 2011 8:07 pm
by mankrip
Create a new "base" frame, position the model's vertexes as you want them to be in the skin editor, regenerate the skin vertexes and fine-adjust them manually.
Posted: Sun Jun 26, 2011 8:38 pm
by toneddu2000
you can use Blender to re-set UVs. I noticed that UVset problem just when you published the mdl. If you want some help in recreating new textures assignment, just post the modified source files and I'll figure out how to fix the UV's
Posted: Sun Jun 26, 2011 9:47 pm
by siska.robert
toneddu2000 wrote:you can use Blender to re-set UVs. I noticed that UVset problem just when you published the mdl. If you want some help in recreating new textures assignment, just post the modified source files and I'll figure out how to fix the UV's
Actually, I didn't modify source files at all since I can't do _anything_ in blender... I just resized the texture - height must be 200p max...
If you could just add some light bolt in blender that would be great! :)
http://int21h.ic.cz/users/BOby/gun.tgz
Posted: Mon Jun 27, 2011 7:17 am
by toneddu2000
Could you be more precise? Where should I add some light bolt? Inside the model and make a frame with the bolt fired up or what?
Posted: Mon Jun 27, 2011 11:27 am
by siska.robert
toneddu2000 wrote:Could you be more precise? Where should I add some light bolt? Inside the model and make a frame with the bolt fired up or what?
It doesn't really matter. Just to add light bolt (or two :) ), so the UVs are ok...
Positioning and animations shouldn't be problem for me.
Posted: Tue Jun 28, 2011 8:45 pm
by toneddu2000
When I was modeling the bolts I asked myself:"But what the hell does he mean for bolts!?", so I'm not sure what I did!
I made three types of them.
Version 1.2.0
Posted: Tue Jun 28, 2011 10:59 pm
by siska.robert
That's great! The yellow one is more like a blast than bolt, but I could use it too :)
Thank you, man.
Posted: Wed Jun 29, 2011 7:05 am
by toneddu2000
no problem