Custom md3 file problem


(bsimser) #1

Okay, I’m completely stumped here and need a hand.

I’m trying to import a custom md3 model for our maps. The model seems okay. I’ve loaded it up in Milkshape and it looks good. There’s an origin and all that and the model will load up (as both a misc_model and misc_gamemodel) with no problems into Radiant.

What I can’t figure out is the textures? I have a texture file (or rather a few of them) for the model. It’s in BMP format so I converted it to TGA because I thought that’s the only format the engine recognizes.

I’ve tried to create a .skin file with the mesh name and TGA file and use a key/value pair in the model in the editor but it still doesn’t load. I know the texture is good because I can create a material in MS and load it up and it displays correctly so it seems all the UV mapping is there and whatnot.

Is there a tutorial somewhere for custom md3’s or can someone see anything immediately obvious with this that would be causing the problem? Thanks.


(Loffy) #2

Yes, I need that tutorial too. I managed to do a flat model in 3dsmax 4.3. A simple bush. Even I understood how to apply flat texture to a flat shaped object. But what about non-flat objects?? How do you do and apply texture to an object like a submarine, a bicycle, a rock etc?
(I’ll find it eventually, and post it here.)
// Loffy


(Machine for to kill) #3

so did you ever find it


([rD]MrPink) #4

If you still need tutes, www.paposo.com has some good MD3 tutes.


(flashkillaman) #5

how can i open models and see them in radiant?


(CptnTriscuit) #6

Right click on the grid window in radiant, and select either the misc_model or misc_gamemodel entity. Then browse to the location of your model (should be in etmain/models/yourdirectory…).

Make sure to check that that path to the model is correctly identified by the misc_model entity info by selecting it, pressing ‘N’ and looking for the ‘model’ key in the bottom part of the window.

For me at least, the path is always screwed up and starts from my c:/, so I always have to change it. Like I said before the model path should start at etmain and end up at the model.

should look somthing like this:

model - etmain/models/mapobjects/furniture/modelname.md3


(flashkillaman) #7

path is correct but it stil wont work


(Lostmyed) #8

Have you generated a Q3 control file in milkshape? then edited it with the correct texture paths?


([rD]MrPink) #9

flashkillaman, if the path starts with a drive letter or whatever you must remove all of the text up to models…, including etmain to have it show properly.


(CptnTriscuit) #10

Oh wow I did say the path started at etmain. whooooops! :banghead: lol, sry about that!


(flashkillaman) #11

? I DONT GET IT ? if i want to open a model i just get a box with not anything in it its not self made or something


([rD]MrPink) #12

Did you make sure the path stars with “models/” like we said and nothing else? It can’t start with smodels nor etmain/models, or anything like that, the path must start with models/ (in the window that comes up when you select it and hit n). Oh, and make sure you’re hitting enter when you change the path, unlike that other silly guy that made that mistake.


(flashkillaman) #13

Finnaly it works!!


(Machine for to kill) #14

i still haven’t figured out how to texture .md3 made from 3dmax. There’s plenty of tutorials for milkshape and that free max version (Gmax I think) but I got the retail max 5.0. I know plenty of people know how to do it but none of them seem to want to share the knowledge in a clear manner that a beginner can understand. .ace models are easy and I’ve figured those out.

I should also point out to people that can’t get their models to show that the filename ending (.md3 or .ase) has to be lowercase. I don’t know why but if it’s uppercase it won’t show. The 3dmax exporters tend to make the endings uppercase so you’ll need to change them in the filename and in the editor model path for them to show.


(Machine for to kill) #15

well I found this tutorial

http://www.planetquake.com/q3empire/data/tutorials/modeling/skinning/skinning.htm

that describes the process of skining the model. Unfortunately it still misses the crucial part of going now from this skinned and properly textured model into radiant and ultimately in the game