I’m sure this has been covered before but I cant seem to find it… iv created a new md3 head model but for some reason its not skinning in-game…its just the default orange n black…does anyone know why?
New head model help!
Some problems like “the balck and yellow texture applied” or “green, blue, red, xyz pointers appear” happen offen to modelers( also to me ).
I dont know why they happen surely, but there are some points to check.
(i) when you export md3 with milkshape, the .qc file is definitely impotant.
make sure that your .qc file defines correct textures, locations and frames.
(ii) the character difinition in ET is done by the .char file.
the .char file consists player body mesh and animation, accsessories, hud and so on.
animation is defined by the .anim, while mesh is defined by the .skin.
explore the definition files and make sure that they are suitable for your custum model.
(iii) check the console log. there are lots of infomation to help us.
errors, suggestions, and more.
loading up your models, open console and rollup.
you may find ‘cant load ~’ or ‘caustion:~ is invalid entry’ or ‘shader not found’.
(iv) basic info:
texture size must be multiples of 64, such as 6464 128256.
if first letter of your .pak filename is ‘a’-‘o’, same filename will be overwitten by loading pak0.pak
this is all what i can say to you now, i hope this helps you.
I’ll look into it…im using 3Ds Max 5 for creating the model then exporting it with the exporter, theres no sign of a .qc file…ill work on it! cheers
I think 3DS Max doesn’t need a .QC - it does it “on the fly”. Remember that your image filenames need to be relative to the etmain directory.
The advantage of the .qc system is that you put the pathnames in it, so they are always right.
The filenames are correct, but the game still doesn’t apply the skin…
cracked it!..turns out it was the .QC file, so i ended up using Milkshape to create it, then export the md3.
What does console say when your ‘black and yellow’ hud is loaded?
I think there should be error messages.
My friend has encounted the same situation with using max.
I can not say this surely, the md3 (mdc) exporter of 3ds MAX requires no .qc files,
though the exporter may implant “NOT USED” shader info into the product files.
Thus the md3 has invalid shader info, so ET can not locate the shader and apply well-known
‘black and yellow’ shader.
If you have a binary editor, why not check your md3 file with reffering md3 specification.
http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
like i said…i solved the problem by using milkshape…i created a .qc file, used wordpad to edit and add skin paths, then exported the md3…it now works, with no orange in sight! thanks for the help.
oop, you solved it while I was typing poor English.
Congraturations! 
the cirminal is md3 exporter of MAX, isnt it?