Adding skins


(shires) #1

Hi, i am creating some new weaps for ET atm and i can make the model and get it in game, the only problem is that the skin doesnt stay in the places i assigned it and is just randomly placed on the weapon.

i use milkshape3d, does anyone know how i can make the skins stay where i assigned them?


(shires) #2

anyone at all…


(Elite) #3

did you make skin files??

You probably have to redo the uv’s I would think if they are getting confused


(shires) #4

where do i find skin files? and what is uv :stuck_out_tongue:


(shires) #5

I have foud out that the problem is when i am creating or exporting the file because i loaded the exported file into another modeling program and the skin had detached itself from where i assigned it

Is there anything i need to do while creating it to get the skins to stay where i assign them? like name the groups in certain ways or name the materials in a certain way, when i create the .qc file for the md3 i do change the text inside so its correct for my model.

Can anyone help?


(RayBan) #6

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.


(shires) #7

what does UV stand for?


(RayBan) #8

u and v is like x,y… meaning the u is a horizontal number and the v… well, vertical that designates a 2d coordinate for an image. i guess in the begining it could have been called xy… but that would confuse things a bit since when
you think of xy in relation to a 3d object, you think of a point in 3d space… although theres no mention of the z…

a quote from a blender page i looked up just says

The UV in UV mapping is just the two directions, as X and Y are used in 3d, it was decided to use the next closest letters for the 2d image mapping. (or something like that)

its just common to use the uv as in saying “did you unwrap it?” “have you uv’d it?” “are the uv’s setup?” and so on…

using a 256x256 image as a sample, the top left corner would be uv 0,0, while the bottom right corner would be uv 1,1

any value that goes over or under these values just gets wrapped around.


(shires) #9

is there a tutorial on how to set up the uv’s properly?


(shires) #10

i just opened the model in lithunwrap and the skin i used is turned upsidown, the vertex are still where i set them but the skin is upsidown, how do i fix this?


(RayBan) #11

by the ‘skin’ you mean the actual texture? if thats the problem, maybe the
texture your using needs some work. i have a similar problem in blender,
when i load some tga’s, they get skewed, offset by half, even though they
work fine in image viewers and in et. the problem may be related to the
compression in the image ( if any is there )

for non-alpha channeled images, you can just load it in irfanview and save
again back to whatever format you had it, for a tga leave the options on
uncompressed.

if its not the image you mean, then you can alter/mirror/flip the verts in the
uv with lithunwrap, it has many editing options.