Can any one help me with making a shader for a md3 model? Ive tried it before but it didnt work in game, but the texture showed up on the model in radiant.
MD3 shaders
try:
models/mapobjects/my_map/my_model_shader
{
qer_editorimage models/mapobjects/my_map/my_model_texture.tga
implicitMap models/mapobjects/my_map/my_model_texture.tga
}
If it dont work then the models internal paths are wrong, they must point to the shader not the texture.
key : _remap
value : *;textures/yourfolder/yourtextureorshader
If you put the texture into a folder within your textures folder…you can call it to remap in the editor and game.
if you use the value: *;textures/mapfx/translucent_red
it will make the model clear red just like the gold boxes on the truck in goldrush.
Using those keys and values, do you need to use a shader or does it over right and map it with the texture that I have given mapping for in 3DMAX?
What eb is sugesting only works if the shader your swaping from works in the first place.
So its not much use to you.
In max, in the material editor your setting the diffuse to the shader path?
Make sure the texture is in the same folder as the model and your shader is on the list.
what verson of max and pop n’ fresh are you using? older p n’ f dont export to well and the md3 may need recompling.
Good tool for recompling and fixing normals (normal lighting would need a diffrent shader to the one I posted above): http://www.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip
Iam using Max 6 with the recompile of pop n fresh i think, so i think its the newest pop n fresh exporter. I know the pop n fresh model exporter workes because the models show up in the editor and in the game but my texture wasnt on the model in the game. ill try it tonight with my new model with a new shader.