need help on md3totag QQ (see last of my posts)


(cpthank) #1

i made a truck that tagging radar part model
but there is no tag on truck with correct origin (radar part model is big)
is it possible to make radar part on center of the truck??
not tag_obj1 and 2

or i have to edit truck tag with milkshape 0.0? (noob user on milkshape)


(zenith-ply) #2

Any model can be assigned to tag to another model, however it will spawn at the origin of the model you are tagging it to. Any specific placement of a tag must be done by creating a new tag and rewritting the .qc file to indicate the tag before export. Failing that an independant script mover (model) could be placed in the rough location to move with the parent model, but creating a parrallel script may not work well due to the different origins of each model. This depends on what kind of motion you want the second “attached” model to have however.


(Diego) #3

In Rail gun, the ammo that is loaded on to the cargo bed is a separate script mover that has its origin in the exact same place as the cargo bed’s origin. That requires you to move the the item separately in the script.

You could also probably make a simple truck bed model in milkshape or whatever and put a tag exactly where you want it and use that model instead of the ET one.

Also, although I have never used it before, Chrucker has this tool on his website for creating dummy tags which is supposed to allow you to put a tag on anything. There is a tutorial or two here in the forums regarding how to use it. I think one of them shows a tank mg mounted to the back of a truck.


(aaa3) #4

what is a tag? :oops: im so ashamed to ask this question


(zenith-ply) #5

It’s in the Radiant model manual. (2.4 Tags).

Below is a compilation of excerpt(s) from the radiant model manual and the paposo milkshape tutorial.

Tags are connection points for other model parts and represent the limited hierarchical system of the game. The shape of the tag is a right triangle, where one leg is longer than the other one. The longer leg of the triangle corresponds to the +Z direction, the shorter leg of the triangle corresponds to the –X direction and the gray face (the positive vertex face) looks into the +Y direction. A tag is used to attach models together at “run-time” when the game starts. Why not just put the model where you want them in Radiant then? Why use tags? Because once the models are attached you can control only one of the models and the other models move with it. You can also switch the attached models using a script “in-game”. You can also control a separate animation sequence on the various models instead of making a bunch of animation on the main model.

Basicly they cut down on complex model scripting for script_movers. There is an .md3 to .tag file program (although it seems models tag without them). as well as the tag creation program mentioned. As long as it works and it doesn’t compromise the desired integrity/features of the model to make them (ie wipe out animations on ex. -jagpanther/churchill.md3) then I can’t think of a better way to cheat re-exporting a model.

You can also switch the attached models using a script “in-game”- from rtcw tutorial? how? -zenith.


(cpthank) #6

thx diego :smiley:

these tip r good

i tried [MD3 Tag The Dummy]
but my radarpart model only face same angle when i tag on my md3tag dummy :o

i think i have to model the truck…
i got 3dsmax recently, it looks good to use than milkshape
is anything model tut for ET i can learn :slight_smile: ?

thx all help


(cpthank) #7

double post :oops:

i used search and i know some 3dsmax knowledge
now there is only a problem is that i dont know how to export md3’s tag file :?