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Author Topic: texture help  (Read 39410 times)
hyp3rfocus
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« Reply #25 on: September 12, 2007, 10:47:44 AM »

i've loaded your md3 into blender, i'm going to try and get it to work myself.
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jonc
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« Reply #26 on: September 12, 2007, 10:55:29 AM »

thanks!
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hyp3rfocus
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« Reply #27 on: September 12, 2007, 11:53:13 AM »

ok, i've had some success.


there are two models, because i need to sort out various models and tags, but the texture has exported.

a lot of blender exporters want the texture loaded up through the texture menu (f6), so here's what you need to do.
  • select your gun model
  • select materials (f5) and select "add new"
  • select textures (f6) and select "add new", then for "texture type" select "image"
  • in the "image" box that appears to the right, click load and select your image.
  • then go into "uv face select mode", open a "uv/image editor" window and you can then select your texture from the pullup menu to the right of "images" in that window.

now you should be able to export your md3 with the texture intact. then you need to use the hex editor.
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hyp3rfocus
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« Reply #28 on: September 12, 2007, 12:03:40 PM »

if you download this file...

http://openarena.ws/svn/source/assets/models/newmgun/sknr2.blend

...you can see how the model is made. i think you need to select tags when you export the model for them to be included in your md3.



« Last Edit: September 12, 2007, 12:17:13 PM by hyp3rfocus » Logged
jonc
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« Reply #29 on: September 13, 2007, 02:08:55 AM »

damn, I don't know why but I can't test the model.....my exporter somehow triangulated all the faces of my model....meaning I have exceeded the vertex limit.....
any idea on how i could change this? this never happened before, however......
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jonc
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« Reply #30 on: September 13, 2007, 02:11:39 AM »

oh wait.....the exporter does triangulate everything.....but somehow I got the warning now, not before...
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jonc
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« Reply #31 on: September 13, 2007, 02:29:11 AM »

ahh well i just deleted some parts of the gun, and ran OA......but the texture still doesnt work...??
I added the tag 'tag_weapon' to the model, and followed your steps.....
now you should be able to export your md3 with the texture intact. then you need to use the hex editor.

use the hex editor?
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kit89
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« Reply #32 on: September 13, 2007, 04:05:11 AM »

Yo all,

The Hex editor causes major problems and screws it up big time. The only solution I had to solve this was to start in at "/" on my Linux machine and go on from there to create "/models/weapons2/machinegun"
Thats more of a limitation of the export script tho.

I do have another export script which allows you to edit the texture & shader paths, however it doesn't support animation nor Tags. Sad





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kit89
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« Reply #33 on: September 13, 2007, 04:10:40 AM »

Oow and heres the modified .blend file.

It didn't have a tag_weapon and it was called Cube which I renamed to mgun so when it got exported it would look for a texture called mgun. Smiley

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jonc
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« Reply #34 on: September 13, 2007, 05:04:23 AM »

WOW THANKS SO MUCH GUYS! IT FINALLY WORKS!!! THANKS ALL THOSE WHO HELPED ME!!!

And of course, a little gratitude to Mr Carmack, for making that game engine 10 years ago.
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jonc
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« Reply #35 on: September 13, 2007, 05:35:14 AM »

Yo all,

The Hex editor causes major problems and screws it up big time. The only solution I had to solve this was to start in at "/" on my Linux machine and go on from there to create "/models/weapons2/machinegun"
Thats more of a limitation of the export script tho.

I do have another export script which allows you to edit the texture & shader paths, however it doesn't support animation nor Tags. Sad


so which exporter did you use?
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kit89
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« Reply #36 on: September 13, 2007, 06:08:37 AM »

Here's the script I used: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ#Modeling
Its the one most of you will most likely have used.

However there is another one I use you can get from here: http://openarena.ws/board/index.php?topic=697.0

You can set the texture & shader paths in that script. But it doesn't support animation or tags.

The most common md3 script (the one at the top of this post) bases the texture path on the path used too to save it. It also uses the name of the model as the texture name. This is a limitation of that script.

If I can be arsed I may take the code from the 2nd script that allows you to set paths and intergrate it into the 1st script. Solving the problem. Smiley
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iLeft.bye
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« Reply #37 on: September 13, 2007, 06:57:39 AM »

hmm
« Last Edit: September 14, 2007, 07:46:45 AM by fork » Logged
jonc
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« Reply #38 on: September 13, 2007, 08:14:15 AM »

kit89, when i downloaded the blend file, and exported it, it didnt seem to work, yet it worked when I used the md3 in the pak3 file......

EDIT: it works again! lol i just forgot to hex edit the file....now i just have to repair the muzzle flash (its on 0,0,0 again)
« Last Edit: September 13, 2007, 08:31:10 AM by jonc » Logged
hyp3rfocus
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« Reply #39 on: September 14, 2007, 04:27:14 AM »

Quote
If I can be arsed I may take the code from the 2nd script that allows you to set paths and intergrate it into the 1st script. Solving the problem. Smiley

please do kit89. the current scripts are a pain to work with. if you could put all the good bits into one scripts that would be great. Smiley
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jonc
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« Reply #40 on: September 14, 2007, 07:12:07 AM »

I concur
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