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Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

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Post by Ganemi »

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Last edited by Ganemi on Sat Sep 30, 2023 4:47 pm, edited 1 time in total.
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Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

As I know next to nothing about modelling, I first have to ask, did you put it in a .pk3?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

I know next to nothing about milkshape :) but quite obviously, there is something wrong with the location of the texture/shader. Q3 can not find the texture/shader referenced by the model.

In 3dsMAX, the actual location of the texture file in the material editor means squat. Q3 only looks at the name of the material. So somewhere in Milkshape, you're supposed to type in the shader name, "models/weapons/ganemi/rocket" or whatever.

BTW, read this archive thread... how to set up your materials in 3dsMAX. Milkshape should have something similar. Scroll down halfway and you'll see a mini-tutorial by yours truly.

http://www.quake3world.com/ubb/Archives ... 26044.html?
[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]
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post by Ganemi »

Apparantly milkshape has you generate a .qc file which holds all the information for the model. Animations, skin locations, and what not. : ] I managed to edit it and get the texture working in q3.

Thanks for the assist, obsidian.

Image

Yaaay. Now I can see what I need to fix. : ]
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