Milkshape skinning question


(Pegger) #1

I have made a model in Milkshape, but a little unsure as to how I should skin it and export the “skin” to ET. I have applied 7 different jpegs to my model.

Do I combine all 7 jpegs to make one 256x256?
Is 256x256 the best size? Do I combine all the jpegs before I skin it and then export it like that, or can it be skinned first and then exported like that?
Should the skin be jpeg or bmp format?

Thanks


([rD]MrPink) #2

Well, there is a bit of a skinning tutorial in there, if you go help->seach skin. But to tell you the truth it didn’t help me much. Someone pointed me to this but I have yet to go over it… http://www.machinima.com/displayarticle2.php?article=306


(Pegger) #3

I’ll have a look, thanks.


(Fluffy_gIMp) #4

It’s quite tough to give advice without seeing the model and how the current textures are being used on it.

You don’t have to, it depends how efficient the space usage in on the textures.

it has to be a power of 2^8, so 256x128, 512x256, 256x256, 1024x128 are all valid sizes. It’s really up to you what size you make it, but a collection of smaller files are generally better than say one huge 1024x1024 texture.

As I say the jpegs don’t need to all in one file so long as each model part is broken into sub-objects and each point’s to the texture it uses.

You can’t use bmp, tga is the best format as you don’t get any lossy compression like you do with jpegs.

-Fluffy_gIMp


([rD]MrPink) #5

Just wondering, does it also matter what directory your textures are in?


(Fluffy_gIMp) #6

Well they have to be in a sub folder from the exe, but other than that it doesn’t greatly mater where you put them. The convention is to generally put the skins in the same folder as the md3 file, but if say you are using an existing texture from the textures folder you can just link to that file rather than duplicating it again.

-Fluffy_gIMp


(Pegger) #7

Double post :eek2:


(Pegger) #8

OK, these were the answers I was looking for in a nice simple way.

Sure could use a MD3 to ET tutorial (hint, hint) lol!

Thanks


([rD]MrPink) #9

Well, I gave you the tute to skinning it, I went through it, and its good enough. To export the model to ET:

1.)Create your model.
2.)Go file->save and let it save it as an MS3D, just in case something goes wrong.
3.)Now for the actual exporting, go tools->Quake II Arena->generate control file, and save this new.qc file it makes for you IN THE SAME DIRECTORY WITH THE SAME NAME as your original save file(not 100%sure on this, it just might be that it has to be the same directory as your .md3, so if you get an error try putting it in your new .md3’s directory, or simply put them all in the same directory like I do :)).
4.)Go file->Export->Quake III Arena MD3, and choose where your model will be saved.
Voila, you can stick it in Radiant :slight_smile: