Three questions about models.


(Justice) #1

I used a model from another game, and I converted it to md3 using Milkshape. It already had the materials/textures assigned, but it only shows the models, not the textures.

Few facts:

  • The texture files are DirectDraw Surface (.dds), not JPEG (.jpg) or TARGA (.tga)
  • Both DDS files and MD3 file are in the map models, in the right position.
  • I do not have a .skin file

My questions:

  • Do I have to use .tga or .jpg?
  • In what cases do I need a .skin file? When there are more objects in one model? I’ve tried using the Skin property in GTKradiant with the CP’s, but I got that ‘texture-not-found-texture’.
  • How do I get this stuff to work, if it ain’t none of these cases?

(IndyJones) #2

for textures u have to use tga/jpg. if u want the model to be working for et - u can send it to me, i’ll fix it for u.


(Justice) #3

Thanks for the offer, but I gotta learn it myself some time :slight_smile:

Do you know anything about the skin files?


(C) #4

In what cases do I need a .skin file?

You need a .skin file:

  • If one of the surfaces in the MD3 has no texture (or shader) assigned.
  • If You want to use another texture (or shader) on a surface (that already has some texture/shader assigned)

Note: All faces of a surface in an MD3 share the same texture/shader.
…or to say it differently: If some triangles in the model use a different texture/shader, they need to be in a different surface.
One surface can use only one texture/shader.

How do I get this stuff to work?

There are tools with which You can edit MD3 files directly.
All You need to do is edit the shadername of the surfaces that need a valid texture/shader. Give it a name without a file-extension (so no .dds, .tga or whatever).
Here’s a link to such a tool: Q3 Model Tool


(Justice) #5

Working now

I forgot to edit the control file when converting and I had to use targa. Been a while ago…

Thanks all :slight_smile:


(Kic) #6

Yes textures must be in format jpg or .tga . Tga is using for models with textures with transparency , obviously textures must be in same folder like model ( for basic models), but there are models with textures located in different folder ( probably script is used for texturing, or maybe engine is reading md3 file containing path to texture ) . Textures must be in size power of 2 - 128x128 , 64x64 , 256x256 , 512x512 , 1024x1024 , or combination 256x512 and so on .


(IndyJones) #7

textures doesn’t have to be in same folder as model.


(Kic) #8

Yes Indy you are right but simple models like vehicles , trees and so on should be . But player models and different cannot be . Script is used for textures located in different folder , or maybe engine is reading md3 file containing path to texture . But for simple Et models is used this simple rule .
In ase model you can change texture - open ase in notepad and change path to texture .