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converting md3 to mdl | Locked | |
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Jun 23 2004 Anchor | |
I'm trying to convert quake 3 models (community not id) to quake. All help gratefully received ajay -- earthQuake moddb page: earthQuake |
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Jun 23 2004 Anchor | ||
get quark. definetly will work ^_^ the texture bit you might haveto redo uv maps for it :/ but then you just hve to copy the look of the original uv map over to a new one. |
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Jun 23 2004 Anchor | |
Hi, thnx. -- earthQuake moddb page: earthQuake |
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Jun 23 2004 Anchor | ||
are you the creator of raptors ? well, besides that youll need to find a program that can open a md3 and export to 3ds. if you can find one. thatll work. or open it up in milkshape if you get it. just search for milkshape and youll find a nice demo for that not that expensive either. if you want mew to try and convert it my email is happeh modding !! |
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Jun 25 2004 Anchor | |
I'm getting a new error with Milkshape, when trying to export out to quake2 - Which is ironic, 'cos I don't particularly want the animations Anyway it doesn't save it as a md2 (md2 would a good first step, as I can convert from md2 to mdl easily) and it's quite fustrating. The models are map models (trees) so animations are prett unimportant to me. I really, really want to solve it now grrrr (Yeah I made Raptors! ) -- earthQuake moddb page: earthQuake |
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Jun 25 2004 Anchor | |
Select Joint, put a big joint right in the middle. Then select all the vertices and go to the joint tab on the top. select the joint from the list and click assign. Then try exporting again I realize this is very in coherent but it is 6:00 am and I am very very tired.... post again if you need more help. |
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Jun 26 2004 Anchor | ||
nah, thatll do arghy, thatll do. |
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Jun 26 2004 Anchor | ||
Woot woot it's ajay our british Quake ambassador --
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Jun 26 2004 Anchor | ||
its quite easy |
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Jun 27 2004 Anchor | |
Little do you realize, that crashes. Anyway, the non-milkshape way - Open MD3 with Lithunwrap 1.3 (you get to pick which frame to import, too!) Voila. - Edited By CheapAlert On Sun 27th, Jun 2004 @ 2:22:07pm -- < insert subject games here >
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Jun 27 2004 Anchor | ||
maybe if you deleted bones and you werent as ignorant to think that maybe you can do it without downloading a completly new program, converting it to a format, then reconverting. when all this can be done without 3ds extension. go away next time you see my name. - Edited By carni On Sun 27th, Jun 2004 @ 3:34:47pm |
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Jun 29 2004 Anchor | ||
Go away, carni. He's right, Quark crashes. For me, it crashes if I try to do anything in it... Cheap: Doesn't 3ds lose the skinmap? Whenever I transport things around by 3ds format, I end up with a simple front and back skinmap, that was probably generated by qme --
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Jul 2 2004 Anchor | |
.3ds can have skinmap data, yes, its' just that qme sucks to read it. -- < insert subject games here >
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Jul 2 2004 Anchor | ||
most quake1 modelers dont read it. thats why quark is better. it doesnt crash if you delete the bones. try reading the error message next time. - Edited By carni On Fri 2nd, Jul 2004 @ 2:11:50pm |
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Jul 3 2004 Anchor | |
You must be an ad spokesman for Quark, because it obviously doesn't work in all versions i've tried -- < insert subject games here >
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Jul 3 2004 Anchor | ||
edit: double post - Edited By -GUNrunNER- On Sat 3rd, Jul 2004 @ 1:33:23pm --
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Jul 3 2004 Anchor | ||
Yes, obviously he is a spokespeson for Quark I'm guessing he's tried it so he knows what he's saying. Why would he post information that doesn't work? --
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Jul 3 2004 Anchor | ||
ajay obviously doesnt care anymore, since hes found other means. but quark does work. all you have to do is delete the bones and you get the bare model with skin coordiantes. when saved in a mdl format or md2 format(must have bones in the case of a md2) you do not lose the skin coordiantes like a .3ds does in qme, studiomdx, or q2mdlr. so you dont need to 1)reanimate In this case sometimes (depending on model) the skin might be over 256x256. Quark, although somewhat buggy and filled with weird crap youd never use- |
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