Making MD3 Models for Maps with blender 2.63


(BMW) #1

Hi Guys,

I am trying to make an MD3 model for my map in blender 2.63. It exports to MD3 fine, but when I put it in radiant it says failed to load MD3… and nothing shows up in ET.

I am using this MD3 exporter: http://forums.duke4.net/topic/5358-blender-26-md3-export-script/

All I do is make my model, texture it and export.

What am I doing wrong?


(Kic) #2

Look here
Kats Blender tutorials, he writed tutorials for blender and has md3 scripts for blender ( for more versions of blender )
http://www.katsbits.com/tutorials/#blender


(Mateos) #3

I also posted this a while ago, more up to date that were katsbits not a long ago:
http://forums.duke4.net/topic/5358-blender-26-md3-export-script/


(BMW) #4

yeah Mateos thats the one I am using… is there any special requirements for making MD3s? I saw some thing about some “md3shader” property but I don’t know if thats the problem and I don’t know how to do it.


(BMW) #5

Ok guys got it sorted!!! YEHAA!!!

All I needed to do was put the md3 file into a pk3…and i used the md3shader property to specify the texture location


(Kic) #6

Good BMW
dont forget that textures must be power of two , it means , size 64x64 or 128x128 or 256x256 or512x512 or 1024x1024 or their combination 128x256 , 512x1024 and so on .
For textures with transparency dont forget it must be in format .tga and must have alfa kanal
Yes shader for md3 file is good thing .
dont forget to look on link katsbits tutorials I posted above - it is usefull

Sorry if you dont understound


(BMW) #7

[QUOTE=Kic;411869]Good BMW
dont forget that textures must be power of two , it means , size 64x64 or 128x128 or 256x256 or512x512 or 1024x1024 or their combination 128x256 , 512x1024 and so on .
For textures with transparency dont forget it must be in format .tga and must have alfa kanal
Yes shader for md3 file is good thing .
dont forget to look on link katsbits tutorials I posted above - it is usefull

Sorry if you dont understound[/QUOTE]

yeah thanks… those katsbits tutorials are good :smiley:


(Whammo) #8

Hey BMW, I’m having the hardest time getting my texture to appear on my model in-game. I am also using Blender and if I understand you correctly you are just going to ‘add game property’ and selecting ‘md3shader’ as the name and the path as a string as the value? This is very frustrating, my model appears in there but the texture doesn’t it is all black and orange :stuck_out_tongue:

I’m using 2.65 of blender and Kats exporter thingy,but I don’t know if that matters.


(nonoMapper) #9

Adding the path to the texture in materials should be enough…for example models/ammo/something.tga
(In materials press + and then NEW and change the word material to -> path-to-texture. Well, thats my temporary way of doing it…still learning it too;)


(Whammo) #10

[QUOTE=nonoMapper;413941]Adding the path to the texture in materials should be enough…for example models/ammo/something.tga
(In materials press + and then NEW and change the word material to -> path-to-texture. Well, thats my temporary way of doing it…still learning it too;)[/QUOTE]

Thanks a lot, gonna try that right now!

EDIT: I tried it out but it doesn’t seem to be working… sigh. I changed the name of the material to the path to the texture then assigned it and nothing happened. Shouldn’t I get a file browser window to open or something?


(nonoMapper) #11

[QUOTE=Whammo;413988]Thanks a lot, gonna try that right now!

EDIT: I tried it out but it doesn’t seem to be working… sigh. I changed the name of the material to the path to the texture then assigned it and nothing happened. Shouldn’t I get a file browser window to open or something?[/QUOTE]
That’s odd. When it’s black/orange it clearly misses the texture.
Is the in-game console saying anything when you scroll up? Are you sure the object is big enough?
(Normally it should at least tell you the that tga file could not be found)

Btw. are you using blender 2.63 and the latest/or updated md3 exporter?
http://forums.duke4.net/index.php?app=core&module=attach&section=attach&attach_id=5331


(Whammo) #12

[QUOTE=nonoMapper;414016]That’s odd. When it’s black/orange it clearly misses the texture.
Is the in-game console saying anything when you scroll up? Are you sure the object is big enough?
(Normally it should at least tell you the that tga file could not be found)

Btw. are you using blender 2.63 and the latest/or updated md3 exporter?
http://forums.duke4.net/index.php?app=core&module=attach§ion=attach&attach_id=5331[/QUOTE]

As I said I am using Blender 2.65 and the latest version of the exporter.

The path to the .tga file is just //diamond.tga because the model is in the same folder. The game is finding the model just fine. Do I need to make a shader file perhaps?

Where does this “md3shader” setting go? A picture is worth a thousand words as they say if you have one it would me much appreciated :slight_smile:


(twt_thunder) #13

find NPherno’s md3 compiler and check your paths in model

EDIT: http://www.quakeunity.com/file=481


(Whammo) #14

I watched this video and it helped me to get it figured out:

Thanks for all the help!


(-SSF-Sage) #15

Indeed that nph3rnos md3 compiler tool is heavenly. I always put up shader paths with it. It’s lite and it can do cool little things.