models not showing in .pk3


(vaxa) #1

I searched the forum but didnt find an answer.
When I run my map with /devmap everything is OK - all models are visible. But when I make a .pk3 file and run the map, some of the models are not visible. For example the crates and the command post is ok. Its strange that only four or five of my trees are invisble. Also the tires of my truck are invisible.
the path:
/models/mapobjects/…
The .pk3 file is in my /etmain/ dir

Thx in advance


(sock) #2

The PK3 file needs to exactly mirror the directory layout of your ETMAIN directory. So if you have new shaders then they need to be in a SCRIPTS directory in your PK3 file. Also you only need to include brand models not existing models from the game. Your PK3 should only contain content made by yourself, not stuff which exists in the game already.

Sock
:moo:


(G0-Gerbil) #3

Didn’t work for me, I had to reskin and reexport some MD3s and package them up independantly to make them work :confused:


(sock) #4

Yep, I have noticed this on a couple of maps that have been sent to me. I’m not sure why this is happening at the moment besides it may be related to the shaders of the models. You should not need to reskin and re-export stuff independantly. Can you send me some example zip files?

Sock
:moo:


(vaxa) #5

I made my PK3 as it should be. I’ve put my shader files in /scripts, my custom textures in /textures. I still dont have custom models, so I dont have /models dir. When I type /sv_pure 0 and then start my map, everything is ok. So how can I tell the game to look in its folders for the models in my map?


(G0-Gerbil) #6

Here’s a thread covering some of the models I tried to use unsuccessfully:

http://www.splashdamage.com/forums/viewtopic.php?t=3545

A simple box room with the models failed to work (ignore the obelisk one, it has more problems than that, which I wasn’t suprised I had to reskin etc - it was the truck ones that really got me).

The trucks were totally mad though - one of them was pure black until you got REALLY close (intersecting the model close) and then you could see the texture (as if it was extremely fogged).

Another one had it’s polygons drawn BEHIND certain textures (eg the road, but not the grass either side) so it was clipped by things behind it!

A third was textured correctly until you moved, then a nice fade to black would happen in vertical lines.

PM me your email address if you want the simple test room me dids of a little trucky :slight_smile:


(G0-Gerbil) #7

It ‘should’ just work :slight_smile:
Not all models appear to though - which models specifically aren’t showing up in your final PK3?


(RivrStyx) #8

I just noticed that with the allied flag for buildable stuff. Its fine up close… but if farther away it would show the skin …but would go black when it flapped. Black then skin then black then skin…with every flap.


(Thej) #9

must be signalling some secret info.

What number of frames are u using for the flag?


(RivrStyx) #10

90 frames


(Thej) #11

try 190


(RivrStyx) #12

Oh sorry …it is 190 and does it


(vaxa) #13

pls help me.
here is a model which is invisible in my map, but the same object in goldrush is ok:
models/mapobjects/light/bel_lamp_5k_gm.md3
What am I doing wrong? :???:


(vaxa) #14

ok, but the only way to make the models visible was to copy their .md3 in my .pk3 file


(Stektr33) #15

So is there a solution to this yet?

I’m trying to use:
models/mapobjects/blitz_sd/blitzbody3_s_mm.md3
models/mapobjects/blitz_sd/blitzwheelsf_s_mm.md3

And just to be clear I’m posting to the right issue, the model looks fine on unpure, but it comes out skinned by the orange grid on pure (pk3’ed map), correct?

Vaxa mentions it works by copying the md3 over to the pk3, but I want to keep that as my last option.

tr33


(G0-Gerbil) #16

Well if they are misc_models, they are built into the map at compile time.
So you can copy the MD3s to start with, do your build, then not have them in the pk3, but theres some sort of bug in some of the models that I ran into myself - I solved it by importing the MD3s into milkshape and reexporting them - not pleasant :confused:


(Stektr33) #17

Not sure what you mean there. I already have the models dir extracted to etmain, so not sure where you mean to copy the md3’s to. Did you mean copy the md3’s to my pk3 and then compile? That doesn’t make sense to me either, because I thought the compile was based on your ‘unpacked’ files.

I only have Lightwave :frowning: Are there any freeware software out there, or maybe plugins, that can import/export md3’s. Sorry if this question has been asked already, but I really want to use the blitz model.

Lastly, if sock doesn’t mind, I’d like to send him a zip of my map as well. I don’t own any applications that will import/export these md3’s to a working state, so I’m kinda stuck with my orange truck atm.


(G0-Gerbil) #18

I used Milkshape- which has a free 30 day trial.
I did actual pay for it once, but can’t find me bloody details :confused:

For what I actual did, see this thread:

http://www.splashdamage.com/forums/viewtopic.php?t=3545

Bear in mind when I export, I export to a NEW filename, not overwrite the old one - that’d be silly :slight_smile:


(Stektr33) #19

grr :banghead:

Hey, come to think of it, you did the MML Church right? gr8 job btw!! Is that getaway vechicle the one you had problems with? I could really use it in my map. Would it be possible if you could send me that md3 pweeeeese??


(G0-Gerbil) #20

Sure thing - gimme your email or email me -> gerbil@theburrow.co.uk