How to Export MD3s correctely -1 reply

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#1 16 years ago

Hi There

Got one litle question. May anoone explain, how i export MD3s with 3dsmax4 and the Pop-n-fresh Plugin without loosing mapping coordinates? Or at least How do i get the Texture Maps back onto my MD3. Always I do export it looks like the file a attached!

Hope anyone can help me

~MULTI




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#2 16 years ago

no answer needed - fixed it myself




Bell

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#3 16 years ago

how?




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#4 16 years ago

Ok here is what you need at least to make a workin Map Model:

Milkshape 3D

and NPherno's MD3 Compiler

If you make your models with 3dsmax also get the

Pop'n'Fresh Plugin for Max 2.5 and 3

or if you have max4 Pop'n'Fresh Plugin for Max 4.x

So either do your model with max, UV-map it, and export it to md3 with your Pop'n'Fresh or just do it right in Milkshape 3D if you want (Max's UV-mapping is far better so i recommend doing them in Max)

After that import this MD3 with Milkshape 3D. DO NOT Bother with Textures or something just go straight ahead to the "tools" menu - select "Quake III Arena" and "Gernerate Controle File..." Now make a control file in the same directory as your md3 is and give a corresponding name to your md3 ( yourfile.md3 - yourmodel.qc) if the names do not correspond the md3 would just not be exported again!

Now edit this qc file with a Texteditor (Wordpad)

you will see something like this:

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

$mesh "pepsi_glass" $skin "models/players/skin.tga" $flags 0

$mesh "pepsi_logo" $skin "models/players/skin.tga" $flags 0

So now edit that file:

// frame 1-30 $frames 1 30

$frames schould be set to "1 1"

$model "models/players/model.md3"

should be set to the path your model has e.g. "models/map_objects/matrix_subway/pepsi.md3"

and now adjust your texure pathes

$mesh "pepsi_hull" $skin "models/players/skin.tga" $flags 0

you can setup a path for every mesh includes in the md3 e.g set it to

$skin "models/map_objects/matrix_subway/pepsihull.tga"

Now save the qc file.

Back to Milkshape - Go to Files -> Export -> Quake III Arena MD3... and export it to the same name.

Next step is to run NPherno's MD3 Compiler - click on Import Objects - load your md3 - select every Object in it and click OK

Then just simply click on "Rebuild Normals" and click ok. last step is to click "export objects" in the window thats ask you about a internal name, type in the reference path to your model

e.g "models/map_objects/matrix_subway/pepsi.md3"

click OK again and voila it's done - just get it into your Radiant and use it!




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#5 16 years ago

Hello I have read that!;) And I hat intress!:D I maked it like your Diskription! But Now i Have a Un collered Map in a md3 file:( How can I make the coller in? And how to Put this in a PK3 File? Can you say me how?:cool: :uhm:

Ming:naughty:




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#6 16 years ago

way khewl thanks bunches multi, i feel much healthier now hehehehe.

this will help. One more Q, have you played with the glm's for players yet? how have you treated those?




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#7 16 years ago

nope that will be the case after the completion of my matrix subway station map :D




EXiT

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#8 16 years ago

Matrix Subway station rocked Multi :D I still use SuperGreg, lol I love that skin Can't wait to see some of your models!

EXiT




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#9 16 years ago

hm if you like... i got a file with 6 different supergrag colors :D

RED, BLUE, GREEN, YELLOW, WHITE AND BLACK :D

www.multivitamin-graphics.de/jk2/adidaspack.zip :D