A video tutorial showing some of the bumps you can run into when exporting .MD3, and also shows what to do to your .ASE to make it functional.
I recommend generally using .ASE instead of MD3 for map objects, as it gives greater freedom of editing textures and the placement of your textures in your pk3.
However, if you need LOD support for your models, you need MD3. This is good for models with relatively high polycounts.
MD3 exporter for Max 2010/2011
Quick summary:
- Make sure your meshes have a UVW Unwrap modifier in the stack.
- Place your model(s) at 0,0,0 coordinates. If you have several meshes, you can edit their pivot point to keep them in place.
- Don't make it too big nor impractically small. Too big and it will deform.
- For .MD3, keep the model's textures in the "models" folder structure, and also export your model here.
- If your texture doesn't show up, clear the material editor and re-assign and apply the textures again, before exporting.
- For .ASE, place your textures anywhere, and your .ASE anywhere, and open it in notepad.
- Replace the values of MATERIAL_NAME and MAP_NAME with the path of the texture, for each material ("textures/mapname/material"; or "models/map_objects/mapname/material")
- Edit the value of BITMAP - remove the full path and rather go with "..\textures\mapname\material" or "..\models\map_objects\etc\material".
Test your map with sv_pure 0, so you don't have to pk3 it up!
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