Wanted : Duck


(Pande) #21

[QUOTE=stealth6;189193]you could probably find a pink elephant somewhere cause they were used for mortar shells in a skin pack

Also you could probably make your own duck in gtk radiant and then use C’s tool to export is to md3 :D[/QUOTE]

or leave as radiant… :o


(Pande) #22

purple hippoes is more Neill Patrick Harris style :wink:


(Blowfish) #23

I did, just changed the path to the model :). Can you tell me how qc files work, cause I cant find anything on it. I always thought you just put the md3 and qc file in 1 folder. The model has meshes with variables inside and the .qc you tells the md3 what file the var needs.

Ps. the qc is pointing to a tga file. Attachement is jpg.


(Blowfish) #24

Ok, Found the problem. Duck skin has same colors as a not found texture :slight_smile: (yellow/black). Texture was on the model, but because it was jpg and not tga with a mask, it didnt apply correct on the meshes. All fixed and looking good ! Thanks…


(twt_thunder) #25

np :smiley: i will anyway post a qc exlplanation in my tutorials on pownedclan :slight_smile: for others to use…good luck with the ducks!!! lol


(Blowfish) #26

Ooo nooozzz… :eek: Duck needs help ! in radiant the duck texture is ok, in game its has not texture.

And what is a duck without a helmet. So I copied the helmet.md3 and helmet.tga, opened helmet.md3 in Milkshape and created a qc file :

// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model “models/mapobjects/duck/helmet.md3”
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh “helmet”
$skin “models/mapobjects/duck/helmet.tga”
$flags 0
$mesh “inside”
$skin “models/mapobjects/duck/helmet.tga”
$flags 0
$mesh “strap”
$skin “models/mapobjects/duck/helmet.tga”
$flags 0

But the helmet.tga wont show up on helmet … :mad:

Duck texture, tga, with mask : http://www.p0wnd.nl:666/temp/rubberduck.tga

http://screenshot.xfire.com/screenshot/natural/46a07d0fa727fb9e8885ff2bfb20b70c078a3afb.png


(shagileo) #27

I just have to say, I haven’t laughed this hard since… (eh… well you know)
That duck is really a great add to your map (maybe a bit too big?) , but ah well.


(kamikazee) #28

Hmmm, I see lines like the following:

$skin "models/mapobjects/duck/helmet.tga"

Try this instead:

$skin "models/mapobjects/duck/helmet"

Oh, and maybe look up the “$numskins” value, I wonder if it shouldn’t be set to some other value than zero.


(Blowfish) #29

Tried that kamikazee … no effect :frowning: Also read this :

http://www.richdiesal.map-craft.com/tutorials/vol_cm.html

changed my qc files liek they say, but cant load the model back into milkshape … have no license … yet :wink:


(Blowfish) #30

Ok, be ware of killer duck. Touch duck … you DIE !

http://screenshot.xfire.com/screenshot/natural/4eb95009ef4f081609480c421a1682bc335d9967.png


(IndyJones) #31

is that a brushwork? the lighting on it looks really weird.


(Blowfish) #32

No, its an export from a smooth looking duck in Milkshape to less smooth md3.


(aaa3) #33

use phong shading on the shader of the texture (dont ask how or whats it, there are nice example shaders available they dont even need any modification just replacing some names). and i like that it has a helmet on it - looking very cute/lovely!


(Blowfish) #34

Hehe, am still a map noob. I read some posts about phong, still have no clue. seems that the duck needs to be grouped with a func_group. and the texture needs something like :

textures/m_castl01/grass_phong
{
qer_editorimage textures/m_castl01/c_grass02.tga
q3map_bounce 0.25
q3map_shadeangle 120
q3map_splotchfix
surfaceparm nolightmap
{
map textures/m_castl01/c_grass02.tga
blendFunc GL_ONE GL_ZERO
rgbGen vertex
}
}

But then for my two textures helmetduck.tga and rubberduck.tga. And also no idea how to add a shader to a model…

On the right way ?


(aaa3) #35

definitekly dont need to be grouped (ca a yr ago i made some terrain with working phong when didint even know abt funcgruppen) . and im shadernoob but maybe the main block is enough and u could dleete the inside {} block? hmm watched more carefully… try deleting every thing except the shadeangle