Model scaling problem

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

Model scaling problem

Post by bokan »

Back again, sorry if I'm spamming by making a new topic but I now have a new problem with the model I'm trying to make for Q3.

I got the verts down to about 300 for each section and did the UVing more efficiently so that everything can load up in the game. However, there are several problems:

1) my model's head floats ten feet or so above where it should be, even though the tag is right at the top of the neck


2) the texture on the torso isn't showing up (it's showing a black and white grid pattern... btw I checked my skin file and it's right)


why is the skin not showing up?


(not sure if this could be a factor but my textures are all 512 by 512... could they be too big or somehting? )
DonX
Posts: 22
Joined: Tue Sep 26, 2006 5:16 am

Regular issues...

Post by DonX »

1. Head mis-alignments can be caused by exporting the "h_ "
( head.md3) sections of the model incorrectly. Make sure to follow the rules of your exporter to the T, and also make sure to export a tag_head with the upper.md3 sections of the model as well. If you properly linked the tag_head to the head bip during animating, then it should remain stationary, if not it can cause it to move all over the place. Plus, if there is an option in your md3 exporter to associate directly with specific tags ( tag_head, tag_torso, tag_floor ) then make sure to check that as well as enter it manually. I can't say for sure, what exporter are you using?

2. Black and white on model means the skin file has a mistake in it. Re-check every md3 part of the model and make sure to delete texture path's in your md3 compiler when finalizing the md3 outside of the 3d program and also that the shader name is exactly as it is in the skin file. Sometimes its a very simple typo that causes this.

512 x 512 textures are fine, you could be using 1024 x 1024 and it should still technically show if things are setup right.
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Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

Regarding the head, check that all transforms are frozen/applied/baked in your 3d app. It's common for exporters to ignore transformations and just use simple vertex position data.
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