Editing old models

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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AssembleThis
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Joined: Sun Jul 31, 2005 3:20 pm

Editing old models

Post by AssembleThis »

I've already tried to find ways to physically edit their appearance, but nothing good came up. I do have some custom models, that just have really, childish textures, but an amazing design.
So, I was wondering if anyone knew of a way to texture edit Q3A models? I'd assume finding a program wouldnt be too hard, but I was quickly wrong there. I also looked here, but only found level and map help.
Any help would be appriciated.
Kat
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Post by Kat »

The models have UVWmaps?

If not you'll need to import them into a 3D app and UVW them, and then depending on what app you're using, save the maps out as images to paint over.

How familiar are you with the process of modelling on the whole?(preparation 'H')
AssembleThis
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Post by AssembleThis »

Well, I've never done anything involving models before. I heard of a program called "Wally" that could easily edit textures for the files, then found out, it doesnt associated with .pk3 files.
I'm unsure if there is any other program like that.
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Hipshot
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Post by Hipshot »

You can open .pk3 as a normal .zip, very simple. Then extract from there... Its nice seeing new people registering here...
AssembleThis
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Post by AssembleThis »

I was told about opening the pk3 as a zip.. but I'm not grabbing that idea to firmly, because I cant seem to do that.
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Hipshot
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Post by Hipshot »

Just assosiate the pk3 to winrar or winzip, mate. (winrar is the better.)

Find at http://www.rarlabs.com
AssembleThis
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Post by AssembleThis »

Ok, that worked good, now I have a few .skin files, .MD3, .TGF and .CFG.
I know the .skin are what I want to edit, but I dont know what to use
Kat
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Post by Kat »

You should have at least one *.TGA file in there. Are you sure that TGF isn't a typo?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
AssembleThis
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Post by AssembleThis »

Its a typoe =P
obsidian
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Post by obsidian »

Kat wrote:preparation 'H'
:icon19:

Are you trying to create playermodels or mapobjects?

Wally is an old program used to extract WAD files used in the original Doom games and it's obsolete for Quake. PK3 files are just compressed ZIP files with the extension changed. Hold down shift + right-click on a PK3 file and choose "Open With" then select either Winzip or WinRAR or whatever other program you use to extract zip files.

If you just have a mapobject, then all you need is a MD3 (the actual model), a TGA (the texture) and an optional SHADER (controls texture behaviour and properties). Only playermodels require an additional SKIN file.

Shader and skin files are just text files... you can open them in Notepad. Same thing with the pk3, just shift + right-click > Open With...

Also, when editing original content out of Quake3, make sure that you rename any edited files and compress them back into a new PK3 file to prevent any overwrite errors.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AssembleThis
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Post by AssembleThis »

How would I go about recompressing it properly?
Kat
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Post by Kat »

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