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MD3 Files

by ethan592 on 04/02/2007 07:27, 22 messages, last message: 07/11/2007 11:57, 4668 views, last view: 05/04/2024 15:04

Can someone please write up a tutorial on how to export a md3 player that works in sauer? I am using milkshape and have tried 3 or 4 times now using the md3 page on the wiki and several other tutorials i have found on the net and am still unsuccessful. thanks for any tips

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#3: md5 models possible ?

by gab on 04/03/2007 11:25

Hello,
I ve a working implementation of md5 models (quake3 ) and a blender exporter working on last blender version (2.42?).
Any way to have it working with Sauer ?
Anyone maybe helping out ?

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#4: Re: md5 models possible ?

by gab on 04/03/2007 11:27, refers to #3

..doom3 , sorry

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#5: Re: md5 models possible ?

by sinsky on 04/03/2007 16:39, refers to #3

Blender 2.43 is the newest version. I download newer versions of Blender because I like it but unfortunately don't use it :/ At least I know the version number - hope this helps :)

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#6: ..

by Geartrooper on 04/04/2007 07:41

Static md3 export from blender tutorial. Animated export soon to follow.

http://cube.wikispaces.com/

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#7: md3 files

by sonic3d on 04/09/2007 02:40

use 3ds max it works almost perfect you will need to find a plugin tho search google! Oh i imported every quake 3 and quake 4 weapon so yea it works! quake 4 weapons were so awsome i even had the animations but they are copyright so dont steel them i just used all the models from the demo!

anyway load your model in 3dsmax (if your loading quake 4 models youll need a doom 3 plugin!) export to md3 thats it! you can also load animations and save them into the md3 as well! if you have any questions feel free to email me! @ darkbasic3d@hotmail.com

oh im darkbasic or sonic3d if you want to chat in game!

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#8: Re: md3 files

by ethan592 on 04/09/2007 04:19, refers to #7

lol i remember when i used darkbasic...

but seriously, cant afford 3ds max and i kinda doubt that you can.... but w/e

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#9: Using Quake3 Player Models

by kylemallory on 04/14/2007 01:01

I'm trying to use the Quake3 "Major" player model in Sauer. I've read the /doc/dev/MD3* how-to, and I've changed the code to use the proper model, but when I load up sauer, I don't see the model. I see the name floating over the model, but nothing for the model itself.

I created a basic md3.cfg file in the /players/major directory, and edited the .cfg file to make sure it had the right filenames, etc, but still no luck? Anyone got an example of a md3.cfg for any of the standard Q3 player models? I'd love to see this working.

Thanks,
Kyle

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#10: ..

by Geartrooper on 04/14/2007 01:13

check the line at md3skin. the name of the mesh should be on that line. It sounds like the problem. If the name of the mesh is 'armsandlegs' it should read;

md3skin armasandlegs ./skin.jpg

or whatever the name of the skin is.

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#11: ..

by w4 on 04/15/2007 22:27

Dont try importing other games models into sauerbraten unless you know what your doing. I tried to replace all the models of the orgos with a WWII guy and just about everything went wrong. They need to support a better modern model type.

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#12: problems creating md3 model

by sirblackheart on 05/13/2007 13:37

I tried to create a md3 monster model (no textures and animation yet) with blender using the exporter found in the wiki.
The Model is devided in three parts head, body and feets. I seem to have problems exporting them the right way, because when i load them in Sauerbraten, they don't connect the right way. Like the body is turned on the x-axis for about 90 degrees and lies about one cube away from thee feet.
Would be nice if the tutorial in the wiki would explain this problems and maybe the use of tags. It cost me about a day of research in the internet, just to figure out how they work.
thx in advance, and sorry for my bad english

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#13: Re: problems creating md3 model

by kurtis84 on 05/13/2007 15:09, refers to #12

The CVS version of Sauerbraten has had some changes for handling md3 characters...you better get updated, or you will never get that working. If you do use the cvs version to work with, take a look at the newest character, Ironsnout. The md3.cfg for ironsnout should help you out too, to be sure to see how Geartrooper got this badboy working :)

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#14: ..

by Geartrooper on 05/13/2007 16:40

Also there is an new exporter version. I will upload the new exporter which is to be used only with cvs Sauerbraten. Expect a complete md3 blender animated character tutorial shortly.

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#15: ..

by w4 on 05/13/2007 18:23

or we could use a modern model format.

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#16: ..

by marvin2k on 05/13/2007 19:49

i was waiting that md3 animated tutorial. anyway i use other 3d suite (not blender) you also include help to export from other 3d suite to blender and them, export to md3, if we can use other cvs sauer expor. actualy to make md3 i am using a quake exporter with Gmax (3d studio max).

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#17: cvs much better

by blackheart on 05/13/2007 22:14

ok, thx for the fast answer, the cvs version seems to work much better. I\\\'m still a little bit confused about how the positioning and postition of the center of a modell affects the model imported into sauerbraten. So I hope Geartroopers tutorial is ready soon. And a nice model (ironsnout) you made Geartrooper, much better than running around with the standard ogro.

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#18: Tutorial

by Acord on 05/24/2007 06:34

Any love on this tutorial yet?

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#19: tutorial

by Geartrooper on 05/24/2007 06:54

its done. I added it to another thread. link is here;

http://cube.wikispaces.com/Blender+Animated+Md3+Export

export from gmax is pretty straight forward from what I've read. As in, the exporter available works fine.

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#20: Re: tutorial

by Acord on 05/24/2007 14:49, refers to #19

Thank you so much - this will certainly come in handy.

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#21: ..

by Geartrooper on 05/24/2007 23:50

:)

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#22: working implementation?

by Osbios on 07/11/2007 11:57

@gab: What is your "working implementation of md5 models" exactly?

Sourcecode??? :DD

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