IrocJeff Posted June 15, 2015 Share Posted June 15, 2015 I'm usually pretty good at finding stuff online and I just hit the motherload in free, low poly woodland models. Trees, shrubs, weeds, grass...pretty much everything I need. Each model has a default skin in .png or paint.net file type and the models are in .3ds, .b3d, .dbo, .dts, .mdl, .ms3d, .mtl, .obj, and .x formats. What would be the process for converting these to .md3, What about the texture they all share? Is it just a simple resize and putting the new model into Map Objects/ ??????? with the texture? Link to comment
Psyk0Sith Posted June 15, 2015 Share Posted June 15, 2015 Import .obj in a package that supports .md3 and export. You said each model as a default texture and then ask about the texture they all share?? Does that mean some of them have unique textures and additional parts shared (live leaves or something)? Link to comment
IrocJeff Posted June 15, 2015 Author Share Posted June 15, 2015 Here's a screenshot of what I'm dealing with for one particular Pine Tree model. All the models listed in various formats are all the same mesh or f_pinteree1. The two images (one I opened) are the same, just different formats, which you can see on the left. I know I can import an .obj into Blender and spit out and .md3 since I have the plugins. Now, when I import the .obj do I have to anything else than re-size it when exporting? Link to comment
Boothand Posted June 16, 2015 Share Posted June 16, 2015 I think just follow the standard procedure of Mr Wonko's plugin. Set the custom properties to'md3shader''path/to/texturesNoFileExtension' then 'Export md3' and put the file path of the md3 (with extension) in the md3 name field. Asgarath83 likes this Link to comment
IrocJeff Posted June 16, 2015 Author Share Posted June 16, 2015 I think just follow the standard procedure of Mr Wonko's plugin. Set the custom properties to'md3shader''path/to/texturesNoFileExtension' then 'Export md3' and put the file path of the md3 (with extension) in the md3 name field. Right, ok. I'll give that a go and let you know what happened. Link to comment
IrocJeff Posted June 16, 2015 Author Share Posted June 16, 2015 I think just follow the standard procedure of Mr Wonko's plugin. Set the custom properties to'md3shader''path/to/texturesNoFileExtension' then 'Export md3' and put the file path of the md3 (with extension) in the md3 name field. I exported one and the trunk and texture turned out alright but the branches got all messed up. Their texture also didn't have the transparency, either. Here is what it is supposed to look like. Link to comment
Langerd Posted June 16, 2015 Share Posted June 16, 2015 (edited) First: I saw a two image with the same name but with diffrent formats. Choose one transparent format and delete the other one. The game maybe reads image that is not working good with the image Second: Make sure the shader is for this format. I think the shader for TGA looks diffrent than shader for PNG Third: Show use the shader Edited June 17, 2015 by Langerd Link to comment
Asgarath83 Posted June 16, 2015 Share Posted June 16, 2015 I exported one and the trunk and texture turned out alright but the branches got all messed up. Their texture also didn't have the transparency, either. Here is what it is supposed to look like. this is a shader problem, create a shader of pine leaves and branch like this: models/map_objects/MODMODELS/Pine_branchs{ q3map_material GreenLeaves polygonOffset cull disable deformvertexes wave 256 sin 0 0.5 0.2 0.6 q3map_onlyvertexlighting { models/map_objects/MODMODELS/Pine_branchs alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO depthFunc equal rgbGen identity }} NOTE: use deformvertexes ONLY for leaves for create the illusion of movement affected by wind. if not, not use this parameter. Link to comment
Ramikad Posted June 16, 2015 Share Posted June 16, 2015 } NOTE: use deformvertexes ONLY for leaves for create the illusion of movement affected by wind. if not, not use this parameter. Unlikely... unless he can get a working .skin of the model and reassign separately branches and trunk, that shader will get the whole tree to deform. Which would be good for a Halloween map, but not for a more realistic one. Notice what the texture looks like: Link to comment
IrocJeff Posted June 16, 2015 Author Share Posted June 16, 2015 Alrighty... I'm ALMOST there....I imported a .3ds instead of a .obj just to for a change, flipped the normals, and my pine tree exported properly. I'm still running into an issue with the transparency on the branches showing up black. This happens in MD3 view which will happen in game as well. So, how the heck do I get rid of that one last issue? Link to comment
Langerd Posted June 16, 2015 Share Posted June 16, 2015 The MD3viewer doesnt read shaders i think. So You must check it in the game to see if it works. Link to comment
Bart Posted June 16, 2015 Share Posted June 16, 2015 The MD3viewer doesnt read shaders i think. So You must check it in the game to see if it works.Yes. I've been using ModView, MD3View, and all the rest for years - they never show shaders, that's how they're done. They're not like Blender and the rest of 3D programs that view the whole scene, they only display model itself... And without environment, there is no shadering. Link to comment
Langerd Posted June 16, 2015 Share Posted June 16, 2015 Check the original shaders of the leaves oor plants from Yavin4 and just copy lines and rename stuff. Link to comment
IrocJeff Posted June 17, 2015 Author Share Posted June 17, 2015 The shader doesn't do anything. I tried a tree one and a leaves one.. it doesn't do anything.. Link to comment
Langerd Posted June 17, 2015 Share Posted June 17, 2015 You have two the same named textures for this tree ( i saw on the screenshot that You sent that there is two files ) maybe the game loads the texture that do not work well with the shaders Link to comment
Ramikad Posted June 17, 2015 Share Posted June 17, 2015 Did you make sure the path is correct and the new shader is added to shaderlist.txt? Langerd likes this Link to comment
Asgarath83 Posted June 17, 2015 Share Posted June 17, 2015 Good point of Ramikad, make two separated meshes, one for bark and one for branchs, so you can apply different shaders. and so you can use deformvertexes on branch and not use this on trunk. for trunk put onstringq3map_material SolidWoodinstead ofgreenleaves. check the path of your shader file. the shaders are putted into Shaders folder and the file txt need to get a .SHADER extension. Link to comment
Boothand Posted June 17, 2015 Share Posted June 17, 2015 If things look messed up after MD3 export from Blender - did you forget to triangulate before you exported (CTRL T)? For applying the shader, make sure that the path under 'md3shader' in Custom Properties (in Blender) is pointing to the path of your shader, not the texture you're using (although it might work if they have the same name). Example: md3shadermodels/map_objects/trees/nameOfShader Shader (file most likely located something like base/shaders/IrocJeffsMap.shader): models/map_objects/trees/nameOfShader{ //content with stages pointing to your texures, with appropriate blending modes etc...} Link to comment
Langerd Posted June 17, 2015 Share Posted June 17, 2015 If things look messed up after MD3 export from Blender - did you forget to triangulate before you exported (CTRL T)? For applying the shader, make sure that the path under 'md3shader' in Custom Properties (in Blender) is pointing to the path of your shader, not the texture you're using (although it might work if they have the same name). Example: md3shadermodels/map_objects/trees/nameOfShader Shader (file most likely located something like base/shaders/IrocJeffsMap.shader): models/map_objects/trees/nameOfShader{ //content with stages pointing to your texures, with appropriate blending modes etc...}You are right something could be not right with the model too . But if for example normals would be flip wrong ... The func twosided in the shader should solve the problem. In my opinion it is still shader issue. And adding it to the shaderlist shouldnt be required for this one Link to comment
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