To get the textures to show you need to import your MD3 into MD3view. Then import your .skin file for the texture filepaths and export to .glm.
SH()CKER;4276649To get the textures to show you need to import your MD3 into MD3view. Then import your .skin file for the texture filepaths and export to .glm.
ok i've done that and the textures show in MD3view, but when i try to open or bolt it in modview i get this error
any ideas what i need to do now?
it has something to do with the skin (not the .skin)
I KNOW HOW YOU FEEL! Uhhh, just found out how to edit tc_english. Kept getting power of 2 error. Um, i don't know very much on sabre modeling. But the power of 2 error has to do with the pixels for what i did. But its a saber, so i dont know if it has to do with that, does it other people?
Ok, time to get the algebra books out again. Ok, it is not that complecated, but let me explain: Jedi Academy, and many other game engines and graphics cards need all textures and pictures to be a power of 2. Now that you know that every image you make for a game from now on needs to be a power of 2, let me explain what power of 2 means: A number that is power of 2 is a number that has been doubled over and over again with a root of 2. Here is the pattern: 1+1=2 2+2=4 4+4=8 8+8=16...32...64...128...256....512...1024...2048...4096... Ok, now that you know that your dimensions have to be one of the numbers listed above, does that mean the width and hidth can have numbers independent of eachother? No, the dependency is that the width/hidth can be either 50%, 100%, or 200% of the other number. examples: 1x1, 1x2, 2x1, 4x8, 64x64, 128x128, 1024x512, ect... What you cannot do is have a number that is more or less than half or double. examples: 64x256, 512 x 128, ect... Ok I seem to lecture and explain things with a few too many words, so if you have gotten to this point, you should win a patience award, if not you won't be reading this so it doesn't matter.
ok i got it in game working, kinda, if i export the .glm using milkshape, the tag works but its untextured in JKA, if i export the .glm using md3 its textured but the tag doesnt work, the blade is at the players crotch.:confused:
Did you export the file from MD3 View as an MD3 file? I'm pretty sure you need both an md3 and a glm.
Rapp_Scallion;4277388Did you export the file from MD3 View as an MD3 file? I'm pretty sure you need both an md3 and a glm.
i already exported the md3 using milkshape, it's the .glm thats screwing with the tag if exported using MD3 and milkshape screws with the texture if exported to a .glm
hmm I have had the blade start there and the handle start near the hand before, but I don't know why. I dont know about tags, and don't even use them, but the sword came out just fine by importing a .glm lightsaber into your file, and moving the sword so the handle matches where the lightsaber hilt is. Maybe if you delete the tag and use the above step? Otherwise, I don't know why that happens, but it is gross and frustrating. edit: maybe it isn't the model, but the .sab file? try using a different one as your reference or something.
ok ive just found out that when i export the model from milkshape to be a MD3 so i can skin it in MD3view, milkshape doesnt export the tag, the sword and tag are both separate groups when i export it but only exports the sword, if i export it as a .glm the tag exports with the sword but skin doesnt work, if i regroup the sword and the tag then export to a .MD3 to kin in MD3view, the tag doesnt work.
i need to somehow export the tag with the sword to a .MD3 without regrouping it. how do i do this?
Try using another modeling program to export the model; GMax is a good one that's free as well.