Failed to load lower.md3

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bokan
Posts: 3
Joined: Sat Feb 17, 2007 3:54 am

Failed to load lower.md3

Post by bokan »

I recently made a quake III model in Max and exported it using a plugin, then ran md3compiler. I have all the tags and stuff right as far as I know; the model icon even shows up in the game. However, when I click it the game defaults to the main menu. The error it is getting is a "too many vertices" error on lower.md3. This is not logical, however; my model's lower part has about 700 vertices and the game says it has over 2000.

It might be interesting to note that my friend is having the same problem, and he followed the same process.

Why does quake think my model has so many verts?
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

The vertex count in max will not be correct for a realtime application. Game engines typically have to split vertices in order to handle different materials, discontinuous uvs (ie, seams) and smoothing group boundaries.

There is a good, in depth explanation at http://www.ericchadwick.com/examples/provost/byf2.html which also suggests some ways to minimise vertex duplication.
DonX
Posts: 22
Joined: Tue Sep 26, 2006 5:16 am

Post by DonX »

Could also be possible that the max md3 exporter plugin is messing with the vert count, most likely not...the previous explanation sounds like the most reasonable though.
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bokan
Posts: 3
Joined: Sat Feb 17, 2007 3:54 am

Post by bokan »

thanks for the replies

so, how I uv map the model matters for the verts, eh?

never would have thought.
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