Search found 9 matches

by Branko
Sun May 25, 2014 4:20 pm
Forum: Quake III Arena & Quake Live Discussion
Topic: Prevent body parts from rotating
Replies: 2
Views: 3646

Prevent body parts from rotating

I made a custom character for Quake 3 and due to his physique (it's SpongeBob) he doesn't look right when he looks around, walks sideways etc. Is there any way to prevent head/upper/lower body rotations for just one character?
by Branko
Sun Apr 27, 2014 1:16 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

I already got some free recommended software, I just need to get my hands on another hdd, because mine is (or was) almost completely full, so there is no doubt that I would otherwise overwrite something during the recovery process. I'll probably come back here in a couple of days.
by Branko
Sat Apr 26, 2014 5:57 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

Good news!
There won't be any abandoned projects on my disk after all!
That's because I accidentally erased my whole disk, no backup.
Seems like i won't be posting much here, hehe.
Unless I succeed in restoring the data, of course.
by Branko
Thu Apr 24, 2014 9:11 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

Hi again, Sorry for the confusion, when I told Bacon it worked I was referring to Misfit3D. If you're interested in the progress, well... I haven't done anything since. Except for UVs but it still needs some fixing. I figured out i need reference models for size and tag position. I remember i had a ...
by Branko
Wed Apr 23, 2014 6:16 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

I didn't know i couldn't upload directly from my computer... OK the first image is a model i did a year ago, static model with uv (except for the arms) and horrible topology (i didnt save the wireframe photo). The second one is the model i plan to import mow, it's a little more than 700 quads with b...
by Branko
Wed Apr 23, 2014 5:03 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

Thanks Bacon, it worked like a charm! Though I'm still not sure why it didn't work in the first place. Do you know if it works with animated characters? I'm about to test it now. The primary reason I did this is that I'm trying to import SpongeBob as a playable character :D I made the model maybe a ...
by Branko
Wed Apr 23, 2014 4:40 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

Perhaps this will help, it's a log file created by q3data.exe: Q3Data - (c) 1999 Id Software Inc. GtkRadiant - v1.3.13 Nov 10 2003 --------------- E:\QuakeIIIArena\baseq3\rocketam.qdt --------------- qdir: E:\QuakeIIIArena\ gamedir: E:/QuakeIIIArena/baseq3/ VFS Init: E:/QuakeIIIArena/baseq3/ enterin...
by Branko
Wed Apr 23, 2014 4:36 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Re: Texture address issue when exporting

Thanks for reply! :)
It still doesn't work though... I renamed it to this: *BITMAP "models/powerups/ammo/rockammo", material and map lines also, and I still get the error though everything seems to be in place.
There must be something I'm missing...
by Branko
Wed Apr 23, 2014 4:02 pm
Forum: ID Tech
Topic: Texture address issue when exporting
Replies: 16
Views: 8002

Texture address issue when exporting

Hi guys, I hope you can help me solve this: I'm trying to convert an .ase file to .md3 using q3data, but I can't get textures to work. Every time i run the .bat, the geometry is exported but the log says: WARNING: illegal material name 'models/powerups/ammo/rockammo.tga' Now, I've seen a topic on th...