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How to make a good textured md3?


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Hello, for my Legacy of Kain mod i have some... hundreds of map_object md3 model that i can use, also for building.

 

My trouble is very big: i have make the models with 3d studio max 5, and i export using Psykopat md3 export plug in for max.

 

When i use md3view for open md3 model,. they are white and without texture. so i texturre with skin file and save again into md3 for overwrite the not material \ textured file. but when i re open the model with md3view, it's already white and with not texture! yu can see the trouble on the screenshot of the previous thread i do for thatproblem.

 

i not have 3d max 2010 and i have blender 2.48 and blender 2.62, too. I tried to export the model by max to blender and after i export by blender 2.48 with my quake 3 export (md3+shaders plug in export) but it told me an erorr called "header size < of "numeric value" . what hell mean it?

 

I had tryed to putted my md3 model in a map, in radiant, i see the model not textured, with shader not found, in the game, also with models, skin and texture in the correct game address, i see white and grey, with no shadering and texturing.

 

How can i resolve that problem? How can i texture in the more quickly and efficient mod without becom crazy my custom md3 objects? O.o

I need to use 3d max or blender for exporting? How can i assign in the exactly way the path and texture to the meshes of model?

 

O.o thanks for everyone help me. i have that trouble by a lot of months, i leaving forn doing efx for my mod, and before begin with coding i need to resolve that's isssue and ending my efx.

So if anyone can help me to make a working md3 textured and shadering model to the game, someone can told me how can i do?

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I edit the first message how asked. Now i show you my problem.

Let's we start with a Legacy of Kain Defiance artifact ripped by original game, fixed, scaled, and with the assigned material, that i have do as @ has suggests: me.

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-29%2022.08.01.png?w=AADdw3e0Wkmub82SHzplKwYPgIercKX-569CHB1jiStnsw

 

How yu see i have changed the path of photometric file of bitmap of material into a generic "model" address

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.31.49.png?w=AACehxqQJHOqMkRwi68e2HOQWdIPFOQ8ap7SKHSNNjtAVw

 

Exporting with Psykopat Md3 exporter plug in for 3d max 5.

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.32.24.png?w=AACgNTTybyhTUM63F3lUsE3SqWooTrXaPm0riPAxhmWjoQ

 

Exporting parameters

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.32.55.png?w=AAC6tMIGIdoB-79zuj8inw24aZkSqNiEdry_GaRQTg-QYg

 

Step 2: Md3view

Opening file

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.34.22.png?w=AAA_FKQBbs-CEWf4p7WrAH6Fv_OP_F7P89EhactyKLRK7g

 

How you can see , it's odd: white, with NO material\textured! >.<

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.34.36.png?w=AACWnB1eke6k_UpOAiTz3C0LRBaeFBRNx4NcDYU9nl66gw

 

And so i load the skin file for texture it, again.

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.34.57.png?w=AACadOv2GdacoJw9SfFth-l-iyH-CB4bSlJxvk2hNTZoVA

Texture applied, Uvmapping correct. Proceed so to save again for MD3 and GLM, like a saber building, and overwriting previous white no textured md3.

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.35.25.png?w=AACwXm4bN-zZKr5u7EZnqPAfaXFwONIuBrQiRm1KDvAetA

 

The check of model info show the skin are correct applied on the mesh.

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.35.41.png?w=AADP_anwcp71roOo0Jx90plE0z3jM8ot-wHgl6rGtGoBjg

 

Exporting the model into GLM and MD3 not give me any error. i use the mrwonko fixed md3 version. :)

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.36.12.png?w=AACWEfAG7GLABiOfQW5XYOG7zXZtNsxmKpKh3AHnqMPwFQ

 

Next Step: On Gtkradiant 1.5.0 We can see something's wrong: the map_object model has NO texture (and is all correct, folder, texture address position, file position path etc etc)

 

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.37.50.png?w=AABze5rQlm_0wn271XAsjZP3Hf_RTj2VyKHoW_xJ0n_8_Q

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.37.59.png?w=AADxO4GFiEOHynSOllyxSX9Hybm3OVQLlSLNJZ1xUbJdXA

 

Ingame: Kain of my Mod with Reaver of element Blood and the.... artefact no textured.

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.41.23.png?w=AADlAyBnrsWDo9jTBnLpJlJ5H9bNBEOyF8qvbFShYGZG-g

 

Now, i should you another trouble: i wanna try with the second method: blender: i have a WONDERFUL map_object bulding called CDA : is a cathedral that i wanna use at end of my mod as outpost of vampires and wraith for protect the Pillars Restored.

The building was maked by a my dear friend that spends weeks working on that. is very nice!

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.44.58.png?w=AAA-JMS6ur6Y6PUANJ_cJ_ltTuoWp34n7ItiyK0x8IP1Bw

 

I export to md3 with quake md3 + shaders plug in for blender 2.48

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.45.11.png?w=AADdg96esP3ugolOwRCJWM7lLcEpTPQkmPqKc9dFKWv8ug

 

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.46.17.png?w=AAB4Tofh-4SV1BXzxPmGc66We0LuvTOChamgdfZhhIpjjg

 

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.46.43.png?w=AAD2KgN0cyyGbWFxyDs-U-DPxSvfc1AweHzSv_HYAD3JHg

 

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.47.32.png?w=AADcsBGB96aU9qIIT3pveIoAJ1v7AoeR6nkgCd-OkoTQPQ

 

and Now i wanna see on md3view and...

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.50.50.png?w=AAC83dBe1tbMidmigBtwuHWadBL3DEcDkb9xJBN4C9oZ0Q

 

Bad header error. what the shame mean that? O.o

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.51.00.png?w=AABmqmrCtp1hNqssm2iqe45P9mP_kcXS58FrMrnS1rb4PA

 

On radiant i put the building, but is not visible like the md3 created with 3d studio max:

https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.51.00.png?w=AABmqmrCtp1hNqssm2iqe45P9mP_kcXS58FrMrnS1rb4PA

 

Show only the origin.

I noticed a last thing: i have imported the CDA by blender to max with the glm format as middleway (the unique that not give me trouble of conversion and reading) but when i export by 3d max to md3view the building, and also, the md3 in general with a large amount of mesh or a large vertical size, they be deformed, in the case of cda, i can see on Md3view the white building with not text (the same problem of the artifact).

Also i see the building after i texturing and... lol, the tower are INSIDE the ground, some mesh are splitted and in an wrong location, the building is correct, but little deformed.

So, if i use blender (and i need to re-learn how to set material and texture on blender because after years i do a work about that for creating some magical gems for replace item of JA for weapons, i forbidden how texture the models with blender for JA.) i get the header size error.

If i use 3d max, i getted malformed and no textured models.

i have done hundred and hundred of models, and they are all saved on 3d max project, if i work on they with blender, first i need to export en mass. are models of soul reaver, soul reaver 2, blood omen 2 and defiance. I passed weeks of works for ripped, and scaled,  and fix, and rotate, and make usable for JA.

so it's a huge disaster. I not understand what i need to do know. There was a time, many yeatrs ago, 5 years ago, when i make the md3 of some magic gems, i remenber i used blender 2.48, textured fines, not got the header error, and the gems are agains in the game of my mod as artifacts for get power of element. grab an elemental gem, for shoot an element, that's is the idea.

Well, now, i have that trouble. :| Help!!!

 

EDIT: i wanna specify a thing: the skinning of md3 with not rtextures, white and unskinned on MD3 not work only for md3 export \ overwrite of model for GLM work: if i make a saber, the saber use GLM, so i not have any texture trouble, my trouble is ONLY with the damned MD3 format. I suppose there is not a way for using on radiant GLM for the map object, right? :( It's the easer way. and for deforming trouble of big md3 mesh, i can fix splitting the building in multiple md3 files, like a puzzled, that can be assembleb on radiant. So any suggestion? the 3dmax models are better of blender model for what i see, with less bug and error. S

imply they have not the textures. :\

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I am making a little progress:

- export balancelock on blender 248 with 3ds format, import, no error.

- used UVImage editor for apply the correct texture to the model and save the edit.

- exporting as md3. not error.

- open with md3view and...

md 3 error header size(1932) =! 108

What hell it mean? O.o can work however in the game?

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So you model in Blender, then export to 3ds max, where you export to md3? There are md3 exporters for Blender too, why not give those a try? And don't forget to read the exporter's manual/readme; chances are you have to apply the texture in a certain way for it to be exported correctly.

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@@DT85. damn :( thanks for help anywhere. @@mrwonko: i can texture with blender, i think, but the model exported on blender are invisibile on radiant and JA, on md3view , they give me the error of header size, as i told, what mean thats error? O.o I think this error should be the key of my trouble. No matter with 3dmax, because my 3d max not take the texture in the model strings. i am forced to work on blender and apply texture with UVMAP editor of blender and after export to MD3, so i need a good version of blender and a good md3 exporter.

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EDIT: i downloaded blender 2.64 and install, with a lot of pain, the addon of mrwonko suite JA export \ import for blender 2.64.

I need to thanks, @@mrwonko, because i found on youtube that's tutorial:

 

for my luck, my models are already on triangled faced. :)

 

 

i have export my balancelock md3 and md3view give me NO error of header size, so blender 2.64 and the md3 exporter work very fine!!! :D I need only to learn how to put the texture on the model on blender 2.64, and after i can fix all my md3. thanks very much!

I not reach to find the properties of mesh for set the parameter like in that's video.

 

.

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@@mrwonko

@@DT85

Well, they work, for works. I export by 3d max on 3ds format, import on blender 2.64, and exporting as md3 using md3 exporter of mrwonko. models have a different nbug now, but they work... the bug is: they are Black! all black! On md3, on gtk radiant, on jedi academy, misc_model and misc_model_static entity, too, the object is black, but the texture and the skinned had good setted. I apply with skin files on md3view, and when i reload md3 skinned and saved, md3 have the info of the texture. So that's is the good way. Only... my object are blacks. :\ Someone can help me with this last issue?

 

 

For 3ds max and md3:

You just need to add

models/map_objects/yourmodelfolder/yourmodeltexture.tga

To the material name, which normally says default 1 or something.

I have tryied also that solution for my md3 trouble. mmm not work. on md3view, the model still white. if i use blender suite of mister wonko, md3 is textured and skinned, but is black and no show texture or lighting. :(

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  • Solution

You set the texture to use with the md3shader object property as shown in the video at 1:45. You have to use relative paths to Base, so if your texture is in C:/Games/Jedi Academy/GameData/Base/models/map_objects/my_awesome_map/great_texture.jpg you'd set md3shader to models/map_objects/my_awesome_map/great_texture

Areum and Asgarath83 like this
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yes, i done:

Ghoul 2 properties:

name: md3shader

shader: models/map_objects/abbey/alkhend

is an object of soul reaver 1 drowned abbey, in that case.

when i open md3 with MD3VIEW it told me "Null shader not found" it's like the shader and texture of model are set like "null" value.

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I was gone to the chat of JAcoders and Mister Wonko Help me very well! I make a big mistake follow his tutorial, because i se the properties of Ghoul 2 voice about md3shader and texture path! Now it's all working! Thanks, @@mrwonko for help, and for all plug in, expporter suite of blender 2.64 and fixed version md3view. the topic can be closed. :)

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