I see it… and i go check it out.
ET Model Tool v1.4.0 *NEW*
Check this
texturing fixed…
btw unf4z3d: i saw Your model is not at the origin (allthough it may not be important for this model), and the red texture with the text is reversed
(i loaded it in Radiant too, because i had to be sure that i saw the model as it was designed)
yeah 
its not at the origin cause im attaching it to the truck tag_wback that the blitz model has
and ye, the texture is reversed cause i fail XD
ty for looking at it 
oh nice 
u fixed another bug thing…
it no longer informs me that the pk3 is in use, which b4 made the screen flicker from black to the background, even after a restart of the program…
This is not entirely a mod tool problem, but perhaps you can help me with it.
I used your tool to make a copy of the Churchill tank and animation so that I can apply my own textures without using the remap-shader commands. However, with the original churchill tank, you get a shadow projected on the ground as long as this texture is in you pk3 file:
model/mapobjects/vehicles/sherman_s.tga
Do you know how that is done?
Also, the textures that were applied to the cogwheels show up in the corners of the square polygons they are projected onto when you rotate the textures. The original tank doesn’t do that.
offtopic Diego:
The shadow…a quick look in the modelDir of the churchhill, and i see a file called: churchhill.shadow
I open it with notepad, and this is all it contains:
models/mapobjects/tanks_sd/shadow_tank -80 -160 160 320 192 -32
There is also a file called: shadow_tank.tga in that same modelDir…
And that’s the image i see in-game.
There is indeed some shader defined: models/mapobjects/vehicles/sherman_s,
but i do not see an image for it in the game…
Next time i would make a new topic for this question…
Duly chastised.
I thought that I must be missing something in the model conversion. I should have spotted those files. Not sure why I thought the sherman_s.tga was the one I needed for the shadow. Another one of my early assumptions from a couple of years ago that I never got corrected, I guess.
I’ve got the tool, but I’m trying to convert .MS3D to .MD3 for the game Jedi Knight: Jedi Academy. It’s not working very well; the texturing seems to get lost in the process, and I get an “FS_ReadFile” error when I try to load the map that uses it.
What’s the priority for an MS3D documentation? I noticed there seemed to be one planned on the documentation page.
Hi there Jedi_Mediator,
MilkShape yes, i know it is not as it should be…
It is because i could not find many MS3D models on the net, and i cannot make MS3D-models myself, so i have no reference at all…
I found a few models, with bones, but they are all untextured.
Also my bones/skeletons came out as “insectoids” on my first try, and i haven’t done anything with the tool since then… because i worked on other software.
For now You can only export MS3D without bones to MD3, which is not what i had planned to do with MilkShape-models…
Therefore there is no documentation either (for my tool)…
Maybe You can provide me an MS3D playermodel?.. and some images how it looks like when loaded into MilkShape…
Send me a PM if You can help me out.
Ya, I can convert an .MD3 playermodel to .MS3D, but I’ve never done any player modeling so I don’t know anything about making bones. Will this still be of use to you?
Hi again Jedi_Mediator,
I made 1 new option in the Model-Tool to swap texture-coordinates for MD3-models…
Hopefully this will correct Your textures.
(You find the option from the menu: Edit / Surfaces / Swap Texturecoords UV-ST)
If it works for You, please let me know… then i know to swap the texture-coordinates by default for MS3D-models…
Any textured MilkShape model will be of help to me now… PM me about it… thanks.
An MS3D playermodel would be even better though…
Hey C, it seems you exceeded your PM quota? That’s the error I got when I PM’ed you.
woot for google:
http://www.psionic3d.co.uk/gallery/displayimage.php?album=2&pos=4
–Bug report–
After messing around with the map to md3 export function I came to the conclusion that the tool inverts one of my brushes. And it ruines the autosprite2 shader effect ingame.
…inverts one of Your brushes… hmm
And You tested that brush with autosprite2 shader in-game?, before You made it as a model…
In other words: Are You sure it is not the shader that is bugging?..
i wanted to make a 2 brushes as a model too, it was inverted by 180 degrees.
I’m sure its not the shader, because IndyJones tried it too without my shader
hmm strange… i made several models by now, and di not have this problem at all…
You mean a texture is flipped? or just 1 brush’s coordinates are flipped?.. over 1 axis? over 2, or 3 axis?.. And the rest of the brushes is OK?..
PM me,… i want to have see brush.
Lately i’m pretty busy coding other stuff, but i’ll see what i can do…

