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Posted: Sat Aug 26, 2006 1:56 am
by Ganemi
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Posted: Sat Aug 26, 2006 2:40 am
by Scourge
As I know next to nothing about modelling, I first have to ask, did you put it in a .pk3?
Posted: Sat Aug 26, 2006 2:52 am
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?
Posted: Sat Aug 26, 2006 3:53 am
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.
Yaaay. Now I can see what I need to fix. : ]