Weapon Skinning Problems (Black and Yellow)


(Nembo) #1

Ok so I tried making my first gun, by changing the M1 Garand into a SVT 40.
Here is what I did.

-Opened m1_garand_3rd.md3 in Milkshape 3D
-After finishing made a Control File naming it m1_garand_3rd.qc
-Then saved the model as m1_garand_3rd.md3
-Moved both files to the Folder …\models\multiplayer\m1_garand
-packaged it as a .pk3 file

So I started up ET to check it out, and guess what its all yellow and black.
So what did I do wrong?

Thanks.


(P4nth3r) #2

Did you include the textures into the pk3?
Are you sure the control files points at the right location?

Greetz Panther


(Jaquboss) #3

check if your skin is power 2 ( eg: 256X256 or 64X512 but not 333X333 ) and if you defined shader path in qc file ( shader path can be just path to your texture )


(Nembo) #4

Ok no I did not include a new texture in the .pk3 I assumed that it would use the stock M1 Garand skin.

I opend up the .qc file with notepad and this is what it said.

// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/players/model/model.md3"
// reference frame
//$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 "m1_garand"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "Box02"
$skin "models/players/model/skin.tga"
$flags 0

Do I need to change where the control file points? Thier not right.


(Shaderman) #5

You need to adapt the $model and $skin (shader path) files and set $frames to “1 1” if the model isn’t animated. The .qc file isn’t needed in the pk3.


(P4nth3r) #6

maybe watch EB’s milkshape 101 movie ^^
You’ll figure it out.


(Nembo) #7

maybe watch EB’s milkshape 101 movie ^^
You’ll figure it out.

Where can I find this.


(Shaderman) #8

http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13961


(Nembo) #9

Thanks I’ll check them out.


(Nembo) #10

Ok very nice videos help fixed the problem. But Now a different question.
When I fire the weapon the Gun Flash is in the middle of the gun instead of at the muzzle. How do I fix this?


(Jaquboss) #11

tag_flash in v_***_hand should be at your weapon end this is not really easy to do without any skill
also 1st person weapons should be a bit shorter than Real models


(Nembo) #12

Jaquboss, can you expand on that? I’m working on the 3rd person weapon.


(Jaquboss) #13

3rd person?
just stick tag_flash at the end of muzzle
i dont exactly know how are tags in milkshape but you may look in original guns


(P4nth3r) #14

tags in milkshape are easy (but sometimes you have to reverse the vertex order to make it work right)
Just make 1 face (triangle) and rename the group to tag_flash.
Place the tag in front of the barrel and export to md3.

good luck.

Greetz Panther aka Way2Evil


(Shaderman) #15

Paposo’s tutorial might be helpful.


(Nembo) #16

Thanks everyone. tag worked, but heres another how do you know what to call the tags. In other words if I want to change the location of the scope or the silencer where can I look to find out what to call the tag_xxx?


(P4nth3r) #17

That’s a harder one, you can import the stock weapon into 3dmax (milkshape doesn’t import tags)
But I never done anything like that before.
Also make note that a lot of the weapon animation is done with tags. (there is one md3 file for each weapon that holds only tags with the animation)

Greetz Panther aka Way2Evil


(Shaderman) #18

Try LithUnwrap


(Nembo) #19

Ok downloaded LithUnwarap. Now whats it do?


(Shaderman) #20

Open the model with File --> Model --> Open. A new window opens and shows the names of tags if there are any.