Exporting md3 from 3DS Max


(Lanz) #1

I’m new to Max and have spent the last couple of days to learn how to handle it. But I have a question that has been bothering me about exporting the md3 from Max. After I have made the model, applied the uv map and exported it using Pop N Fresh md3 exporter I get this warning message from it:

“There was not a one to one correspondence between texture vertices and true vertices. UV map may contain errors.”

It still export the model though and I have tested it in-game and it works fine without any problems. Though, I don’t know if this will cause me a problem later on so I’ve been reading up about this on the net and found a tutorial that tells me to detach the faces of the model and apply planar to the UVW map (so the texture vertex only have one cordinate), so I did this and exported it without a problem.

I checked it in npherno’s md3 compiler and it gives a list of all the objects the model is part of and everything seems right. Then I opened one of splash damage md3’s and found only one object in it. Meaning this is not what they do.

So after all this babeling I just wonder; can I safely ignore this error from the exporter or is there another way that I haven’t found yet that is better?


(system) #2

check this link for all important in-exporters.
.ase import needs to be uploaded. :slight_smile:

http://www.level-designer.de/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=6 :chef:


(kat) #3

you’ve got to spilt the mesh to reflect the material/texture asignment, basically each individual material asignment needs it’s own mesh ‘section’ so a few polys with one texture on it would need to be split away from other polies with different textures. It sometimes takes a bit of figuring out mnd you.!


(Fluffy_gIMp) #4

Yeah pop N fresh does give out UV warnings from time to time, generally you can ignore them if the UV’s still work in game.

-Fluffy_gIMp


(Lanz) #5

I still don’t understand this, I do understand the purpose of it though but it seems to work just fine without doing this.

Take a look at this (gamma corrected) picture for example:

It’s not my model, just used it from a tutorial for chilliskinner for testing.

The texture fits nicely without a single problem. One 512x512 jpg, done with texporter.

Take a look at this model for example, the pumb from oasis. It’s just one object and one texture
models\mapobjects\pump_sd\pump_base.md3
models/mapobjects/pump_sd/bottom.tga

There’s something I still don’t understand.

:???: :???:


(Lanz) #6

Ah thanks Fluffy_gIMp.

Just what I wanted to hear! :slight_smile:

Ok I’ll ignore it as long as it looks good in the game then. :banana: