md3 positioning bug in .35 and .36


(Cardigan) #1

hey ydnar,

quite an odd little bug here - when I compile using .32 my md3s are built into the bsp in the correct position (as they appear in GTKR), but when I compile with .35 or .36 they are offset to one side slightly. I think (but I’m not sure) that it only affects some md3s as others seem OK - however I have them all rotated at weird angles so its hard to tell… :slight_smile:

edit: affects 3ds models too. For some reason, ASE models always seem to b0rk my UVWs, so I can’t tell you about them I’m afraid…


(Raven) #2

Check for mispellings or incorrect slash usage in your .ASE file. The texturing bug in itself was fixed by Ydnar, but I can’t tell you how many times it comes down to an incorrect slash or mispelled texture line in the .ASE.


(Cardigan) #3

Cheers for that raven, although I’ve been getting along Ok with md3s and 3dss so far it would be nice to be able to use ASEs too. The main trouble I’m having is that the model lightmapping seems much better in .36 (no harsh edges that shouldn’t be there anymore) but I can’t use it at the moment as it makes my models end up in funny places. I’m pretty certain its a bug as .32 puts them in the same place as GTKR and the more recent builds put them somewhere unpredictable instead…


(Raven) #4

Try using the Key: angles and give it the three values you want (such as 10 45 -30). That may fix your problem.


(ydnar) #5

It’s a known difference between the math library used in GtkRadiant 1.2.x and GtkRadiant 1.3.x.

Since Q3Map2 is built out of the new 1.2/1.3/OS X unified tree, it uses the most recent version of the math library.

Incidentally, the angles interpretation in the 1.2.x math library is incorrect. We’ve known about this all along, but chose not to fix it because it might cause ripples elsewhere.

The position that .36+ places your models into respective of your angles keys is actually the correct one.

There may, but probably not, be another release of GtkRadiant 1.2. Most of us would rather just put out 1.3 and move all development to the new, cleaner tree and wash our hands of the old stuff.

Sorry… :slight_smile:

y


(Raven) #6

No problem. Thanks for the update :slight_smile:


(Cardigan) #7

oh bugger… I suppose I’ll just have to guess where the models will end up for now… bring on GTKR 1.3! :slight_smile:


(Raven) #8

Just make a test map with your model in it, then clone it a bunch of times and give each clone a new set of angle settings. That way you have a quick reference of how you should set them up until it is fixed. It is a little bit of a pain, but it works pretty well.


(Cardigan) #9

hey, I’m a mapper - I like pain :wink:

thanks for the tip! :slight_smile: