Models showing up in radaint + devmap but not pk3


(G0-Gerbil) #1

In my map I’m using a couple of models for things, namely:

Truck: (+ front and rear wheels)

models\mapobjects\blitz_sd\blitzbody.md3
models\mapobjects\blitz_sd\blitzwheelsf.md3
models\mapobjects\blitz_sd\blitzwheelsb.md3

Shows up properly in radiant, and when loading map with devmap, but not when the whole map is built into a valid PK3 and viewed via a server.
They are simple misc_models.
As PK3 the model shape shows up but the texture is wrong (and changes between builds if I’ve added / changed other models).

Objective:

models\mapobjects\archeology\obelisk.md3

Initialliy it had a missing texture, so I simply made one and dumped it in the same folder as above (since opening up obelisk.md3 in a text editor seemed to show that the texture it needed was the same name).
Shows up properly now (IE with new texture) in radiant, and when loading map with devmap, but isn’t there when built into valid PK3 and viewed via a server.
It is a team_CTF_blueflag entity.
As Pk3 you can’t see the model, and instead get the red/green/blue axes ‘model’ instead.

Any help tracking these down, cos I am getting really annoyed and just want to finish the darned map - once these two things are sorted, I’m (possibly) home and dry.

Remember, it’s National Help A Gerbil Day today :smiley:


(lennyballa) #2

try to add the models and skin to the .pk3 file, i had same probs with textures on those model stones :stuck_out_tongue:


(G0-Gerbil) #3

There’s no skin files.
Maybe I will rip one off of something else and create my own from that, but can misc_models use skin key / values even?


(G0-Gerbil) #4

I tried script movers with model2 key, normal game_models, game_miscmodels
I tried remapping the shader used by the truck (yoo do NOT want to see how badly wrong THAT went!).

Ok, so now since I tested all the above on a clean install of both ET and Radiant, I’ll beg the simple question:

Can anyone get the truck models found in models/mapobjects/blitz_sd/ to work properly?

I’m about to labouriously compile goldrush to see if it works on that…


(G0-Gerbil) #5

Bah - in the end I took the MD3s into milkshape, imported the texture(s), then re-exported them.
Bearing in mind I have never used milkshape before, I spent a fair amount of time hacking around, but got them to work shrugs
Not sure why it was necessary (I built goldrush from source and it went wrong in there too), but there ya go.

Also ‘cleverly’ now have a second install of ET on my comp that is purely for testing finished PK3s - very useful for revealing missing textures / audio / other crap.


(Shallow) #6

It’s a very good idea to do this - I used to have three (!) installs of Q3, one for mapping, one for testing, and one for actually playing with. The seperate mapping one was so that I could map in an environment where I didn’t have unwanted stuff from custom pk3s laying about (e.g. those threewave maps that added extra textures into standard Q3 folders!). Only got two ET installs so far (one mapping, one playing) but I will definitely be doing a clean pk3 test install once I need one.

Gerbil, IIRC there was a crazy bug in Quake 3 where textures for md3s loaded as a model2 would only show up if both the md3 and the textures were in the very same pk3 as the map! I know you’re fixed now but I’m wondering if at any point you tried just putting the standard md3 and textures in the map pk3 to see if its a similar problem?


(G0-Gerbil) #7

No didn’t try that - wasn’t aware of this must admit (not come from a Q3 background).

Here are the tedious (and most likely unecessary) steps I took to get the models in my map:

  1. Download milkshape
  2. Open up milkshape
  3. Import the MD3
  4. Select all groups
  5. Create new material with correct texture and apply to all (this should texture the model correctly now)
  6. Tools -> Quake III Arena -> Generate Control File
  7. Edit the file that is created so model and texture paths are correct
  8. File -> Export -> Quake III Arena MD3
  9. Load into Radiant

Long winded and annoying.
If used as a game_model you don’t need to include the MD3 in the PK3, but since I used one of the models as an in-game model (collectible objective) you would need to include that MD3 for sure. And the textures of course, if you’ve played with them at all. I used my own copies to be on the safe side, but if you don’t need to, don’t, since it bloats filesize.


(ydnar) #8

misc_model entities are baked in the BSP.

misc_gamemodel entities are not baked into the BSP, and require the MD3 to be included in the PK3.

Note, only misc_models can use ASE or 3DS models. misc_gamemodels can only use MD3 or MDCs.

Also, if you want your static misc_gamemodel ents to cast shadows, add “_cs” “1” key/value to the entity.

y


(Doc_A) #9

Also, make sure the models are slightly off the ground. If they aren’t high enough, they are invisible when you play the map.

Nobody ever told me that, and it took me 2 days to figure out why my models never would show up when I tested my maps.

-Doc


(Chruker) #10

Doc_A

Also, make sure the models are slightly off the ground. If they aren’t high enough, they are invisible when you play the map

Thank you, I just had the exact same problem. The tag of the truck model was touching the ground. But moving it just 1 unit above, made the model appear in the game.

ydnar

misc_gamemodel entities are not baked into the BSP, and require the MD3 to be included in the PK3.

Does this included the standard md3 models that comes with ET?


(Drakir) #11

Alot of the models that comes with the editor isnt included in any game pk3. Thats why they dont show, models that are already included in the pak0.pk3 will show even if they are misc_gamemodels.

Why they show in devmap is that u are not playing in pure mode, so the game search for the models booth inside and outside the pk3´s.