Models


(ischbinz) #21

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

think this qc file shoudl work
i think its not animated?
so frames setted to 1


(Darkix) #22

Changed it, same thing. I believe it’s because I don’t have a shader for it? Or not in the correct section? Read post 19 if you want to know what I have and where I have it.


(twt_thunder) #23

sure it is here:models/mapobjects/br_container/br_container1

then the model should atleast show… i’ve done a lot of this custom ****… and your shader is in the shaderlist?


(BackSnip3) #24

Use Q3 model tool to get rid of the .qc file,also you will directly see if the shaderpath works or the model will show blank :wink:
You may need to pack those files in a pk3 and then, in Q3 model tool, use load .MD3 from .pk3 to see the shader.:slight_smile:
Then you just need to export it :slight_smile:


(masterkiller) #25

[QUOTE=Darkix;224837]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”.[/QUOTE]

models/mapobjects/br_container/br_container1.md3 ( no “S”)

you don’t need .qc file here. It only to convert the file.


(Darkix) #26

[QUOTE=masterkiller;224865]models/mapobjects/br_container/br_container1.md3 ( no “S”)

you don’t need .qc file here. It only to convert the file.[/QUOTE]

This worked. I removed the S, don’t know how I didn’t notice that.

But this is what I did to add the custom model.

Downloaded
Unzipped
Moved the .qc/.md3/.jpg to models/mapobjects/br_brcontainer
Loaded in GTK

I did absolutely nothing else, what step(s) am I missing, such as shaderlist?


(Darkix) #27

Ok, besides the above problem, I have a new one regarding models. This one model works perfectly, except when I’m about halfway up a ladder looking at it on an angle. It disappears! Anyone know anything about this?


(Darkix) #28

Nobody knows the answer to the above 2 problems?


(IndyJones) #29

misc_gamemodel? use misc_model (for the disappearing problem).


(twt_thunder) #30

probably a face problem


(Darkix) #31

No it’s misc_model. I read somewhere about using misc_vis_dummy since I can’t see the POC or some crap, but I tried and failed. Know how to use that correctly?

The problem is, the model itself is like

[==============()===============]

() being where the origin is. When I look to the end sides of it, it disappears.


(ailmanki) #32

/*QUAKED misc_vis_dummy (1 .5 0) (-8 -8 -8) (8 8 8)
If this entity is “visible” (in player’s PVS) then it’s target is forced to be active whether it is in the player’s PVS or not.
This entity itself is never visible or transmitted to clients.
For safety, you should have each dummy only point at one entity (however, it’s okay to have many dummies pointing at one entity)
*/

Well … never used it, I suppose you place that entity at each end of your model [ ] and target the model with it.


(Darkix) #33

Did that, didn’t work.

Misc_vis_dummy
target: torpedo

misc_model
targetname: torpedo


(Darkix) #34

Almost done with my map, this is still a problem. Long torpedo, when you look at the sides of it the entire thing disappears. Read the above few posts to get more information.


(Darkix) #35

Still need help.


(IndyJones) #36

try to reexport the model…


(Darkix) #37

That’s not the problem. The problem is that the model POV is out of view, thus W:ET thinks it’s not in the players view, when it actually is. I want to know how to fix that.

This is a thread with the same problem, but I don’t understand the OP’s directions, or how to use them ingame.

http://www.splashdamage.com/forums/showthread.php?p=104922&highlight=Model+disappears+view


(IndyJones) #38

i’m a lil busy right now… but if the model is big… then try to split it to like 3-4 parts?


(Darkix) #39

I have no idea how to split a model >_>


(IndyJones) #40

share the model, and tell me path to texture(s).