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Posted

Ehm sry my english sucks a bit. What exaclty i have to do with them?

 

I think he wanted you to link up the md3 and tgas to the objects/models... I am not certain though.

Posted

Please could you create them a shader and also the textures are part of map objects

I think the textures have a flaw in its dimensions

Might help please

Posted

Man!!! First ! I saw the model and i think it is immposible to put the model like this in JKA. The MD3 viewer shows 5472 verts (in JKA the limit is 1000 - this is the biggest count). Even i would give it the texture and other stuff it will cause only bugs and errors i think :S

Posted

The textures in blender are scred up. Because the model is not in the parts it takes whole model as one (so only texture on it). Selecting all places where the texture should be would be painful man :/

Posted

is possible (szico) vii could create models that exceeded the limit if you do not believe me check out this map objects pack

Hmm maybe in misc_model but i think You want make them models destroy able. And how many of these cars would be on Your map?

Posted

Listen i dont know to to do this... i am learner. I dont know how to deal with ported stuff ... This textures are messed up . I made one model and i will check it now if its work

Posted

shot0860.jpg

Holy Shiet it works O_O the shader i made is a little bit glowy but it works. But that was easy because it is made of one texture not two or three... in Blender there is a bug - The UV layouts are merged where they shouldnt.

Daedra and scp_chaos1 like this
Posted

shot0861.jpg

lol ... Listen i dont have time today and in this week D: So i cant make promises Ok? And this texture issue is rly immposible to change ... I would have to select all faces that is to the textures and create it as the another part of the model which is time consuming VERY time consuming work.

scp_chaos1 likes this
Posted

@@Langerd the models can works on JKA if you split the mesh part with more of 1000 vertexes on blender.

Split the mesh with Edit Mode Border selection and P->selection command for split in more parts the mesh with more of 1000 vertexes. langerd. yes, therei is a problem of Uv mapping. that's suck >.< 

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