importing model problems


(Rogue38) #1

I am trying to use some custom models from blackrayne, they come with a md3 file a jpg file and a qc file, when i insert the model into my map i inserts the model but doesnt bring the texture with iti have tried using both gtkradients
this is what they say

1.4 says
vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/models/br_minicooper/br_cooper5.md3
cleaned path: c:/program files/wolfenstein - enemy territory/etmain/models/br_minicooper/br_cooper5.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
trying with a short version
vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/models/br_minicooper/br_cooper5.md3
cleaned path: c:/progra~1/wolfen~1/etmain/models/br_min~1/brf718~1.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
WARNING: could not extract the relative path, using full path instead

1.5 says
Loaded Model: “models/mapobjects/vehicles/br_cooper1.md3”
Texture load failed: “models/mapobjects/br_minicooper/br_cooperwindow”
Texture load failed: “models/mapobjects/br_minicooper/br_coopertire”
Texture load failed: “models/mapobjects/br_minicooper/br_cooper1”
Loaded Model: “models/br_minicooper/br_cooper5.md3”
Texture load failed: “models/mapobjects/br_minicooper/br_cooper5”
map load timer: 0.77 second(s) elapsed
— LoadMapFile —
C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/test7.map
643 primitive
22 entities
Loaded Model: “models/br_minicooper/br_cooper3.md3”
Texture load failed: “models/mapobjects/br_minicooper/br_cooper3”
entityCreate -class misc_model

obviously the qc file isnt right for WET
this is what the qc file says
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model “models/mapobjects/br_minicooper/br_cooper3.md3”
// reference frame
//$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 “br_cooperwindow”
$skin “models/mapobjects/br_minicooper/br_cooperwindow.tga”
$flags 0

$mesh “br_coopertire”
$skin “models/mapobjects/br_minicooper/br_coopertire.jpg”
$flags 0

$mesh “br_cooper3”
$skin “models/mapobjects/br_minicooper/br_cooper3.jpg”
$flags 0
the qeustion is what file do i need where do i need to put it and what does it need to say any help would be very greatfully recieved


(nUllSkillZ) #2

qc file isn’t needed by W:ET

Try to create a subfolder with name “/br_minicooper” under “/models/mapobjects” and put a JPG or TGA file with name “br_cooper3.jpg” or “br_cooper3.tga” in this subfolder.
Normally there should be a file with that name shipping along with the model.

Is there a “.shader” file included with the model?

Edit:

3.500 posts \o/


(jaybird) #3

Grats!

.


(Rogue38) #4

[QUOTE=nUllSkillZ;274417]qc file isn’t needed by W:ET

Try to create a subfolder with name “/br_minicooper” under “/models/mapobjects” and put a JPG or TGA file with name “br_cooper3.jpg” or “br_cooper3.tga” in this subfolder.
Normally there should be a file with that name shipping along with the model.

Is there a “.shader” file included with the model?

[edit]
3.500 posts \o/
[/edit][/QUOTE]

i already have the /models/mapobjects/br_cooper folders in the br_cooper file there is br_cooper1 through to 5, .md3
br_cooper1 through to 5, .jpg
br_cooper1 through to 5, .qc
br_coopertire.jpg
br_cooperwindow.jpg
and thats all
there is no .shader file with the folder thats what Im wondering is the problem as to if it needs one and if so how do i create it and does it need to stay in the br_cooped folder or do i need to put it in the scripts folder with the {mapname}.shader file or even include it on the {mapname}.shader file


(FireFly) #5

Actually, You don’t need a shader for a model to show up ingame: Although - without a shader - the model will cast shadows, it will not receive any shadows from any nearby structures.

I’ve downloaded the minicooper models and they do work ingame: - except for yellow minicooper wheels - It seems that the autor made a typo when typing the paths to the texture :frowning:


(Detoeni) #6

can be easly fixed with NPherno’s md3 compiler if you dont have modeling software to hand
http://www.quakeunity.com/file=481


(Rogue38) #7

[QUOTE=FireFly;274950]Actually, You don’t need a shader for a model to show up ingame: Although - without a shader - the model will cast shadows, it will not receive any shadows from any nearby structures.

I’ve downloaded the minicooper models and they do work ingame: - except for yellow minicooper wheels - It seems that the autor made a typo when typing the paths to the texture :([/QUOTE]

ive tried it in both gtk radient and in game and still nothing shoing wher eyou get yellow wheels i get yellow and black everywhere