Questions about santa claus cap


(PapaSchlumpf) #1

Hallo Leute!
Hello guys!

I´ve get the pk3 file wer the santa claus cap is designed.
Ill want change this to an smurf cap
look picture www.smurfs.com

which files must ill change.
or change drawing?

if ill open the file
it looks this way

models -> players -> temperate ->
+) Common
+) axis
+) allied

in der common:
rank_helmet.md3
ranl_cap.md3

in der axis:
helmet_soldier.skin
helmet_medic.skin
helmet_fieldop.skin
helmet_engineer.skin
helmet_2.md3
helmet_1.md3
helmet.tga
helmet.md3
cap_covertop.skin
cap.md3

in der allied:
helmet_soldier.skin
helmet_medic.skin
helmet_fieldop.skin
helmet_engineer.skin
helmet_2.md3
helmet_1.md3
helmet.tga
helmet.md3
cap_covertop.skin
cap.md3

Have somebody an idea or can help me to design such an smurf cap.
ill want use it for our new public server.

sorry for my bad english im from austria.
mfg PapaSchlumpf


(EB) #2

I can direct you to MIlkshape3d and to Gmax. They are modelling programs. Gmax requires a plugin for the md3 exporter…it should be relatively easy to find, maybe even on their site.

Someone else will probably post more help for you soon. I have not emmersed myself into modelling yet.


(Ragnar_40k) #3

Edit the .md3 files (e.g. with Milkshape or gmax . The .tga files are simply the textures for the models. After that zip all altered files into a .pk3


(PapaSchlumpf) #4

But milkshape can only open msd3 files not the md3 file from et.
do i need something else?


(Ragnar_40k) #5

md3 files are from Quake, use the import function.
After finished editiing follow this tutorial.


(PapaSchlumpf) #6

ill try it with
gmax an the qake import module.
now ill can open the md3 files
but you see notthing at gmax
only some vektors y an x


(Salteh) #7

I just read

“Santa Claus Rap” o_O


(PapaSchlumpf) #8

gmax dont work
ill try it with mikeshape
now ill know how to work.
Thanks guys. :banana:


(EB) #9

Gmax is tough stuff at first, but then again, once you learn it…it all turns into cake!..mmmmmm…cake.


(PapaSchlumpf) #10

Hello guys.

I have worked hard last days to learn milkshape.
it works good if you know about it.

But now ill have a problem again.
ill want export the file with
quake III Arena md3
so ill get the md3 file wich ill net vor enemyterriory.
but when ill start export.
it come an error.
could not find controlfile C:…name.qc"
(this is the pach wer ill want save it)

can some body explain my mistake ?
Thanks

:banghead:


(Ragnar_40k) #11

Did you export a control file (*.qc) first (see the link to the tutorial above)?


(EB) #12

OK, with MS3D, the qc file is a major part of the md3 export fuction.
So once you have created the msd3 and saved it, go to TOOLS ->QIII Arena->Generate control file. The qc file needs to be saved within the same location as the ms3d.

Here is an example of a qc file :

// model <modelname> <outputfilename>
$model “models/model.md3”
$parentjoint “Pelvis”
$frames 0 0
$flags 0
$numskins 0

// tags <tagname> <ms3djointname>
$tag “tag_name1” “Joint01”
$tag “tag_name2” “Joint02”
$tag “tag_name3” “Joint03”

// mesh <meshname> <ms3dgroupname>
$mesh h_head h_head
$skin models/skin01.pcx
$flags 0

// mesh <meshname> <ms3dgroupname>
$mesh h_head h_head
$skin models/skin01.pcx
$flags 0

As you can see, there are the paths to where you will have the model itself and the skins of the model located.
So many variables from here, I hope the tutorial can explain the rest. MS3D Forums Here

-good luck


(PapaSchlumpf) #13

thanks ill check it

first make controlfile then export :clap:


(Ragnar_40k) #14

Here is the tuturial I used as I started using Milkshape: http://www.paposo.com/
For uv-mapping I use LithUnwrap: http://www.jlstsi.com/download/LithUnwrap.zip

ADD: The link above gives you version 1.2 of Lithunwrap, take this link for version 1.3: http://members.lycos.co.uk/arras1/download.html