Custom Models


(Higgins) #1

I am using 3D MAX 8 to model and when I export the model to MD3 and open it up in radiant, it has no texture. The texture file is in the folder with the model, so I dont know why it cant find it. Any ideas?


(zenith-ply) #2

Iirc you need to check .qc files for $model path then at the bottom for $mesh path and see if they are correct. Don’t forget to use flush releoad shader and model tools in radiant as well.


(Higgins) #3

Can you explain that again, Iam not sure what you mean, could you give links?


(zenith-ply) #4

The model will not export any textural information if you do not fill out a .qc file correctly.

http://users.adelphia.net/~paposo/GSE/tut2p3.htm

Not sure what you need to know. I assume .qc (control files) for md3 types are universal for all 3d programs, so I may be missing certain variables akin to 3dsmax only (such as $model" 1, and $cdmaterials inthe .vmt file).

I thought md3 export was not working for max8 anyways and people moved on to maya w. muskoka plugin.


(Higgins) #5

I dont understand the .qc stuff at all. You will have to explain what it is very basic.


(zenith-ply) #6

.qc file is just text file renamed yourmodel.qc that you have in your model folder and fill out before exporting the md3. It contains all the texture path information. I suppose you could say it “compiles” during export.


(kat) #7

If this is a static model (not animated) save yourself a lot of trouble and export the model to an ASE file. You’ll need to do a bit of text editing, which is really easy, to change a couple of file path references - MATERIAL_NAME and MAP_NAME both need to point to the shader or texture you’re using “textures/widget/body”.

You should find the file open into the editor without too many problems after doing that.


(Detoeni) #8

Or import it into Npherno’s MD3 Compiler,
http://www.planetquake3.net/download.php?op=fileid&lid=481

check the shader paths for each object and edit where needed.

@zenith-ply- max dont use .qc files :wink: but the exporters for it have a history of doing some nice things the path names although I’v not come accross an exporter for max8 before.


(Higgins) #9

Max 8 comes with a lot of plugins, many of them are ones you could download for earler versions. Discreet must have bought them and added them to max 8.

Any way, ill look into every thing you have said. The models wont be animated, just static, which get moved on splin paths.


(Higgins) #10

This is what my ase file is like, also, just yo note, when I change the paths, I saw the model colour change, but the texture did not show. By the way, I am using a 2048x2048 image.

*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME “models\cannon\cannon.jpg”
*MATERIAL_CLASS “Standard”
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME “models\cannon\cannon.jpg”
*MAP_CLASS “Bitmap”
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP “models\cannon\cannon.jpg”
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}


(zenith-ply) #11

@zenith-ply- max dont use .qc files

Ha. Figures. Been putting off using max until I get into player modelling.

Sorry about the confusion Higgins. All I can say is the .ase might not like textures and models out of the models\mapobjects directory. If you get an odd texture after that, try flush reload shader (I assume you have a shader although it may not matter atm) and then bobtoolz reload models.


(kat) #12

Remove the *.jpg extension from the end of the path and make sure that it’s referencing a proper shader

*MATERIAL_NAME “models\cannon\cannon.jpg”
and
*MAP_NAME “models\cannon\cannon.jpg”

should read as;
*MAP_NAME “models\cannon\cannon”
and
*MATERIAL_NAME “models\cannon\cannon”

(note you might need to swap the ‘’ for ‘/’)


(Higgins) #13

Did every thing you said Kat and all I have is a soild colour on my model. I can remember back when I had it working with md3 files, but for some reason I cant get any textures to show now, just a soild colour. It has either been black or red.


(kat) #14

Ok check list

-ASE exported
-File path amended to point to a shader
-Shader path uses ‘/’ not ‘’ and starts simple as “textures/” or “models/”
-Shader file written pointing to textures
-Textures actually exist
-Shader file added to shaderlist.txt in scripts folder

If you’re still stuck e-mail the file to me (zip) and I’ll take a look at it to see what’s going on.


(kat) #15

OK, had a good look at the model. The main reason it appears to have not been working is becasue you’ve not UVWmapped the object properly based on what I’m looking at. It looks like you’ve left the default brushbased UVWmap in place which tends to lay UVWmap triangles on top of each other, which in this case has meant that it’s showing only the black section of the image.

The model needs to be properly UVWmapped (this is what’s causing the problem you’ve got).

Some other notes :

2048 for a game texture is too big, for this kind of object you shouldn’t really need to go above 512x512; keep in mind that not all GFXcards the game is targeted to run on support images over 1024x1024.

The shader looked odd. When doing tests like this it’s best to just use a basic single stage shader (just copy/paste a brick wall shader or similar ‘static’ material).

You need to go over the model and connect surfaces up becuase leaving them ‘detached’ based on how they were placed together as brush objects means you’ll get model ‘sparklies’ (z-fighting based on edges of two faces being seen at the same time).


(Higgins) #16

The model is fully uv mapped though. You only UVW map when its a box texture. Look, ill show you:

So I have my doughts its any thing to do with the way the model has been mapped for the texture. Ive been uv mapping models for a while now, and they all work in other engines.


(EB) #17

Open the exported model in notepad and then copy and paste the first 20-30 lines here plz.


(Higgins) #18

*3DSMAX_ASCIIEXPORT 200
*COMMENT “AsciiExport Version 2.00 - Tue Aug 01 03:16:32 2006”
*SCENE {
*SCENE_FILENAME “cannon.max”
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 1.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME “models/cannon/cannon”
*MATERIAL_CLASS “Standard”
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME “models/cannon/cannon”
*MAP_CLASS “Bitmap”
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP “models/cannon/cannon.tga”
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}


(EB) #19

I meant the md3, sorry I didn’t state that.

Do you want to e-mail it to me as well ?
etmaps@gmail.com


(Higgins) #20

Ive sent it EB.