if you created the model in milkshape, and you named your objects
( for example )
gun_body
gun_stock
when you create your qc file, you can give it a path to your shader, this is
required if you will not be using skins, if you use a skin file then you can
still give it a default shader path, or just leave empty quotes… as in,
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/mapobjects/mymodels/mygun.md3"
// reference frame
//$frames -1 -1
// frame 1-1
$frames 1 1
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh "gun_body"
$skin "models/mapobjects/mymodels/mygun_body" // a default shader
$flags 0
$mesh "gun_stock"
$skin "" // no default shader, either way since you are using a skin
$flags 0
as long as your model is properly uv’d, then all you need to do is export
to md3, then to setup a skin file you just reference the objects name ( mesh )
since the sample above is made up of 2 objects ( meshes ) being gun_body and gun_stock a sample skin file ( which is just a text file with the extension .skin ) would be like,
gun_body, "models/mapobjects/mymodels/mygun_body"
gun_stock, "models/mapobjects/mymodels/mygun_stock"
of course, having shaders setup with the mygun_body, mygun_stock.
if you are shure you setup the export qc file proper, then perhaps the uv’s
are messed up in your model, you can download lithunwrap, which is an
older free unwrap program that can import a variety of model formats
and export them also ( including milkshape ) and check your uv’s and if
need create them. then save from lithunwrap to ms3d, then load that back
into milk to do a final export.
hope that helps.