Problem with Model and Sound

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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h@rry
Posts: 5
Joined: Wed Nov 29, 2006 9:25 pm

Problem with Model and Sound

Post by h@rry »

Hey everybody

I am H@rry.

And I play Quake 3. I tried to make my own model with Milkshape 3D. I have reed a tutorial on how to create and import a model into Quake. I have followed every steps including the tags part, but as
result my model appeard totally misplaced in the game.
The sound I added is also not there.

What could be wrong?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

You might want to expand a little on the problem. Better yet, make the PK3 available for download so people can take a look at it.
h@rry
Posts: 5
Joined: Wed Nov 29, 2006 9:25 pm

Post by h@rry »

Okay, here it is.

http://www.badongo.net/file/1798324

I got the sound working now. Not included in this PK3 file.
h@rry
Posts: 5
Joined: Wed Nov 29, 2006 9:25 pm

Post by h@rry »

Problem is solved. The models are now correctly attached to each other. The problem was that tags were faced in the wrong direction. The only the thing this model needs now is animation.
Can someone tell how animation for a quake model works in Milkshape 3D?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

You need to create all the model animations in a single file, various animations follow one another in series in the keyframe. So normally, you have an idle, running, walking, jumping, etc animations. I'm pretty sure there is a specific order that the animations have to be in (see below). I don't use Milkshape, so I can't give you specifics on actually animating everything.

You need an animation.cfg file which Q3 reads to know when each action sequence starts and ends. The file is a table of numbers describing the first frame, the number of frames, the number of looping frames and the fps. As mentioned above, the order of the animation sequences are also found in this file, they should be pretty self explanatory.

You will need to create a .skin file for your models to define the textures and shaders used on your model.

You will find examples of both animation.cfg and yourmodel.skin in pak0.pk3, under the models/players/* directories.
[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]
h@rry
Posts: 5
Joined: Wed Nov 29, 2006 9:25 pm

Post by h@rry »

The model is animated now. But there are still a few problems with the model. One the model is floating in thin air (after I changed the scale of the body and joints from 100 to 75) and two the animations Death1, Death2 and Jump backward are flickering.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

You probably scaled the model relative to the model origin, so the origin itself is higher relative to the ground.

No idea about flickering, must be an animation issue.
[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]
h@rry
Posts: 5
Joined: Wed Nov 29, 2006 9:25 pm

Post by h@rry »

When I open Sphere games MD3 viewer, I get torso animations that are half tranparent and flicker. Only Death 1 to 3 and Jump backward. Is there a solution? About floating model, thats solved. I lowerd the legs a little bit.
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