thanx Berzerkr!! the pk3 is gonna be huge…so i need to cut away what i can 
help with weapons
i don’t think so…i think i have to let qc file be with it to work
getting wierd messages in console…it can’t seem to find the tga
W:ET knows nothing about .qc files, only Milkshape does when it exports an MD3. Once the model is exported to MD3, changing the .qc file does nothing until you export again.
Check the .qc files again to see if all texture paths are fine.
[QUOTE=kamikazee;182263]W:ET knows nothing about .qc files, only Milkshape does when it exports an MD3. Once the model is exported to MD3, changing the .qc file does nothing until you export again.
Check the .qc files again to see if all texture paths are fine.[/QUOTE]
ok,so the qc file is the one who sets the skin path to the 3d object? am i right?
so they say the skin file is wrong…how can that be when i did skin it???
Look, your model is made out of meshes, right? Those need skins (=textures) to display.
A .skin file in W:ET merely overrides the default shader/image paths you have set inside the model.
Now, I’ll walk through the .qc file you posted to clarify it:
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/players/model/model.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh "Cylinder01"
$skin "models/players/model/skin.tga"
$flags 0
First of all is the model name, of course.
The frames, flags and numskins define the global properties of your MD3. If your model does not have any animation, you could set it to $frames 1 1. $flags can remain zero, because quite frankly, I don’t know what those flags mean.
$numskins is / could be important though. It’s been a while since I used MS3D, but I believe you must set it to the number of different texture files your model uses, in this case 1.
Tags are something special: they are special non-visible meshes which tell the game where to attach other models to this one. Take the tank for example: the body and turret are two different models which are linked together. To do this, the tank body has a tag named “tank_turret” to which the turret is “snapped”. Pretty nifty.
Last thing in your .qc files are the different meshes, and what skins (aka textures) they should use. $mesh declares the mesh name, so make sure this matches (or simply regenerate the .qc file). The $skin line is the path to a texture or shader, so once again make sure it is valid. And to end, leave $flags equal to zero because once more I’ve got not idea what its for.
Sorry if there are any inaccuracies in this post - my eyes hurt and I’m a little tired.
thanx kamikazee that cleared a lot…these were the answears i was looking for …becoz now i understand it thatnk you thank you
one final question:
when you group all the meshes to 1 as i have done on the textured one… will ET then use the texture the way i’ve set it?
[QUOTE=thunderpwn;182297]one final question:
when you group all the meshes to 1 as i have done on the textured one… will ET then use the texture the way i’ve set it?[/QUOTE]Difficult to say… Most of all, it needs to point to the right file. “models/players/model/skin.tga” is probably not the right one.