Models


(Darkix) #1

When trying to use a .md3 I downloaded, I use misc_model, and this pops up:

vfsExtractRelativePath: F:/ET/br_machinenest/br_machinenest/br_nest.md3
cleaned path: f:/et/br_machinenest/br_machinenest/br_nest.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
trying with a short version
vfsExtractRelativePath: F:/ET/br_machinenest/br_machinenest/br_nest.md3
cleaned path: f:/et/br_mac~1/br_mac~1/br_nest.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
WARNING: could not extract the relative path, using full path instead

And nothing happens. I’ve never used models, what am I doing wrong?


(th0rn3) #2

Matching against c:/program files/wolfenstein - enemy territory//etmain

I think those slashes are the problem


(-SSF-Sage) #3

Matching against c:/program files/wolfenstein - enemy territory//etmain

What is that //, that generally does not make things work. I’m not sure about this case tho.


(masterkiller) #4

first, i will put the model into mapobjects folder in etmain
(etmain/models/mapobjects/br_machinenest/br_nest.md3)

And put that value in your misc_model (key = model)
models/mapobjects/br_machinenest/br_machinenest/br_nest.md3


(Darkix) #5

Don’t know why there’s a double //. I’ll try the above suggestion though.


(IndyJones) #6

because of et.game . it’s not ur fault.


(Darkix) #7

When GTK 1.4 installed, it added an / to the end of W:ET, but it didn’t to the RTCW and Quake. I removed the / in the install, and I can load models fine now. Now I just need to figure out how to add custom models I got off wolfmap.

Ok, this is my new problem. I’ve download a certain model and placed it in the Mapobjects folder. When I go to put it in GTK, it comes up with the model, but no shader. This is what comes up:

vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/models/mapobjects/br_bench/br_bench/br_bench.md3
cleaned path: c:/program files/wolfenstein - enemy territory/etmain/models/mapobjects/br_bench/br_bench/br_bench.md3
Matching against c:/program files/wolfenstein - enemy territory/etmain
vfsExtractRelativePath: success
WARNING: Activate shader failed for models/mapobjects/br_bench/benchskin

The files I have in the folder are:

benchskin.jpg
br_bench.md3
br_bench.qc
readme.txt

Anyone want to tell me what’s wrong?


(Darkix) #8

Still need help on the model problem above ^


(IndyJones) #9

share the model so i can look inside.


(Darkix) #10

http://www.multiupload.com/ENPUFM1PEC


(phisherman) #11

N/A…


(IndyJones) #12

bull****. i don’t have much time atm, but i guess u just put the md3 and textures into wrong folder. they are supposed to be in folder that maker decided.


(aaa4) #13

let me translate that for you :>

share the model so i can steal it.


(IndyJones) #14

you are definetly on wrong board. trolls doesn’t exist in wolfenstein. go back to world of warcraft you no-lifer using second account.


(Darkix) #15

You tell 'em Indy! I figured out what it was. When I imported into my mapobjects/models, it was double foldered. Removed the extra folder and the path in the .qc was correct. All working now, thanks for your help.

Since when does SD forums have trolls? O.O


(IndyJones) #16

since 19th Mar 2010.


(aaa4) #17

pls define the word troll for me. i dont get it. when am i a troll and when not.

if i am a troll for only telling the truth and annoying fake people, who hate the truth, with it, then i am a troll, yes, but it is way too simple to call another one a troll if he points out deceiving strategies.

so really easy to call me a troll, eh ? if people like to create a new common way of seeing the truth, then i will be there if it is fake; because there are too many people just copying even opinions and applying themselves to the mainstream; this is where i come into game…


(Darkix) #18

WOW My thread got trolled. I feel… brb.

Anyways, one more question.


textures/zefan/rad
{
     	cull disable
	nomipmaps
	nopicmip
	surfaceparm nomarks
	surfaceparm alphashadow
	surfaceparm metalsteps
	surfaceparm pointlight
	surfaceparm trans
	implicitMask -
}


textures/88flak/flak
{
 
    {
        map textures/88flak/flak.tga      
    }
    {
        map textures/88flak/light.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}

textures/88flak/flak2
{
 
    {
        map textures/88flak/flak2.tga      
    }
    {
        map textures/Zefan/light.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}

textures/88flak/gold
{
 
    {
        map textures/88flak/gold.tga      
    }
    {
        map textures/88flak/goldig.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}


textures/88flak/flak_trop
{
 
    {
        map textures/88flak/flak_trop.tga      
    }
    {
        map textures/88flak/light.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}
textures/88flak/flak_trop_2
{
 
    {
        map textures/88flak/flak_trop_2.tga      
    }
    {
        map textures/88flak/light.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}
textures/88flak/flak_trop_3
{
 
    {
        map textures/88flak/flak_trop_3.tga      
    }
    {
        map textures/88flak/light.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}
textures/88flak/flak_trop_4
{
 
    {
        map textures/88flak/flak_trop_4.tga      
    }
    {
        map textures/88flak/light.tga
        blendFunc GL_ONE GL_ONE
        tcGen environment
    }
}

When I load it into ET:

WARNING: Activate shader failed for textures/zefan/rad
WARNING: Activate shader failed for textures/zefan/flak2
WARNING: Activate shader failed for textures/zefan/gold

I’m new to making custom things, so what’s wrong here. I’ve moved everything to the correct section, but those three files weren’t included…


Another thing is this:

vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/models/mapobjects/br_containers/br_container1.md3
cleaned path: c:/program files/wolfenstein - enemy territory/etmain/models/mapobjects/br_containers/br_container1.md3
Matching against c:/program files/wolfenstein - enemy territory/etmain
vfsExtractRelativePath: success
WARNING: Activate shader failed for models/mapobjects/br_container/br_container1

Which doesn’t make sense, because I have all the correct files in the correct folder. The “QC” file is:

// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/mapobjects/br_container/br_container1.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0

// you can have one or no parent tag

// tags

// meshes (surfaces)
$mesh "br_container1"
$skin "models/mapobjects/br_container/br_container1.jpg"
$flags 0

I mean I just, don’t, get this.


(ischbinz) #19

in the qc file use just the shader name - without the extension - no *.jpg or such stuff
and the shader use the same name as u use in the qc file - then you should solve your problem

many trolls here theese days :slight_smile:


(Darkix) #20

Changed the .jpg to nothing, but… shader? That may be the problem :slight_smile: The only three files I have are:

br_container1.jpg
br_container1.md3
br_container1.qc

And all three are in “models\mapobjects\br_containers”.