putting textures on models in radiant


(ttny55) #1

please help i am new to level creating and i have made a .md3 model,but when i put it into gtkradiant 1.5 all of the textures dissapear,and when i try to select my model in radiant i won’t let put textures on it.
please help me
thankyou


(Chruker) #2

You should ask this question in the Level Design forum instead: http://www.splashdamage.com/index.php?name=pnphpbb2&file=viewforum&f=9

That is where the guys that knows how to make md3 models hangs out. :slight_smile:


(EB) #3

when and if you do make a new thread…post some pictures.


(nUllSkillZ) #4

How have you created your model, with which model program?

I’ve some basics in Milkshape so far.
There you have to create a qc-file first.
Within that qc-file you specify a path / pathes to the texture / textures of the model / modelgroups.
The path / pathes are relativ to etmain.


(dime1622) #5

AFAIK, QC files are only for Source, not for Q3. Unless that’s a Milkshape-specific thing. The model’s material name is the path to the image file. That’s all you need to do in Max, at least:

You can’t apply textures to models inside Radiant. The model must be compiled with its material information.


(EB) #6

Yes, it is a Milkshape specific thing.

(You can remap (change)the textures/shaders in radiant.)


(No1_sonuk) #7

(You can remap (change)the textures/shaders in radiant.)

Yes. You use a .skin file


(EB) #8

Just to clear some air:
There’s the .skin change and there’s the _remap change.

They are described in the entities def. file for properties and settings but the 2 are split between misc_gamemodel and misc_model. The fact is that _remap works for both types and I just can’t remember if .skin works for both, it just may.
Remember though that the .skin must be mesh name specific and a _remap is a ‘slap-on’ of the image/shader.


(No1_sonuk) #9

Add to that there’s a low limit on _remap (16 IIRC), but I don’t think there is on .skin. Plus, a .skin is specific to that model, not a global replace like _remap.

I used it specifically to change numbers painted on LCVPs.
A panel was added to the model where the numbers go, and the .skin file is written to select which numbers are shown on that panel. Each instance of the LCVP in a map is given a different .skin file, meaning no two boats have the same number.