Pop'n fresh/md3 problems


(chavo_one) #1

I’m having the hardest time getting pnf to export my md3 models correctly. I’m trying to export a weapon as a md3 model. However, all of the faces of the exported model are flipped and all of the tags are rotated 90 degrees CCW. So when I re-import the model or load it into the game, it’s like looking at it inside out. :frowning:

I’m using gmax 1.2 and pop’n fresh v1.0. I’ve used ydnar’s md3fix and npherno’s md3compile to rebuild the normals but nothing works.

If I select all of the faces of my model and flip the normals before I export, then you guessed it, the md3 ends up correct.

Can anyone help me?! I’m sure it’s all my fault and I should just stick with radiant and making maps. :slight_smile:


(h0nd) #2

Try using gmax and pop’n fresh only
I got normal results by just exporting.


(Nathan Havok) #3

Chavo, I had a problem like this with one of my models that was built entirely in GMax.
I rebuilt the bad section from scratch and it worked out perfectly.

To get the model to “work” (get into radiant with the black and orange texture), I only used Gmax and PopNFresh v1.0.

MD3Compile didn’t factor into the modelling process until we made a skin in Lithunwrap, at which point we needed to associate the model with a shader ( I guess, that’s Mean Mr. Mustard’s area ;))


(Hewster) #4

this can happen when you “mirror” a model (its a known bug in Max and Gmax !!"
to fix, simply re-import into max / gmax, select all the flipped polys, flip them back and re-export :slight_smile:
You might want to re-weld all the verts and re-smooth before you export.

I’ve not had the problem with rotating tags, but maybe its linked to the same bug.

BTW checkout Chris Cooksons updated md3 export plugin…
http://mojo.gmaxsupport.com/Sections/Plugins.html

and the updated md3 import script:
http://mojo.gmaxsupport.com/Sections/MaxScripts.html

Hewster


(chavo_one) #5

Thanks Hewster. The re-import/flip/export worked. And you are right about the bug. Only meshes that were welded to their mirror image experienced this problem. :frowning:

As for the tag problem, that was something I was doing wrong. For some reason, the tag triangles had the wrong dimensions if you looked at the properties, however, it looked fine in the editor window. I stole a tag from one of the existing models, and cloned it. That worked like a charm. Thanks to all for the suggestions.