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help loading md3 models from q3

by Soldat on 06/29/2006 10:56, 12 messages, last message: 06/30/2006 00:06, 1538 views, last view: 04/30/2024 17:00

I tried to load a md3 model(player model) from q3 into sauerbraten’s monster directory(Sauerbraten\packages\models\monster). I converted the .tga files(skins) to .jpg, and I created the md3.cfg file using md3_sauer_howto.txt(Sauerbraten\docs\dev). I’ve got 2 problems:

1) The linking of die torso and head to the legs goes h-wire, the game doesn’t crash, but only the legs appear and the game lag’s a lot.

2) The model is turned about 90 degrees. The model runs sideways, its shoots sideways esc. (the models orientation is of by about 90 degrees)

Can someone give me advice pleas?
Does sauerbraten’s md3 support word properly yet?

Thax

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#1: ..

by Soldat on 06/29/2006 10:57

I tried to load a md3 model(player model) from q3 into sauerbraten’s monster directory(Sauerbraten\packages\models\monster). I converted the .tga files(skins) to .jpg, and I created the md3.cfg file using md3_sauer_howto.txt(Sauerbraten\docs\dev). I’ve got 2 problems:

1) The linking of die torso and head to the legs goes h-wire, the game doesn’t crash, but only the legs appear and the game lag’s a lot.

2) The model is turned about 90 degrees. The model runs sideways, its shoots sideways esc. (the models orientation is of by about 90 degrees)

Can someone give me advice pleas?
Does sauerbraten’s md3 support word properly yet?

Thax

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#2: help loading md3 models from q3

by Conan the Libarian on 06/29/2006 11:37

Have you tried using a different
MD3 model to check if there's an
error in the MD3 file?


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#3: Re: help loading md3 models from q3

by Soldat on 06/29/2006 12:19, refers to #2

Yes, but also a Quake3 model. The same thing happens.

I cant really find other md3 models on the internet, do you maybe know where I can download some

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#4: ..

by Conan the Libarian on 06/29/2006 13:42

check this site:

http://www.panebianco3d.com/e_3d-models.html

If they give you a PK3 file, just unzip with whatever zip tool you are using.

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#5: ..

by makkE on 06/29/2006 13:54

I´m afraid,it is possible that md3 characters aren´t 100% functional yet, this may hold most true with the rotation. Afair, the linking should work, but I haven´t tested it myself yet.
This will be adressed in the future, I´m sure.

Could you email the model and skins/cfg to me, I could have a look, and test around, and send some info to drian, who´s in charge of the md3 stuff, so this can be adressed, would be nice.

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#6: ..

by Soldat on 06/29/2006 13:59

Cool, thax.
Il try

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#7: Re: ..

by Passa on 06/29/2006 15:16, refers to #5

On MD3s.. how can quake 3 hudgun md3s be imported? They have around 6-7 files for each hudgun, makes no sense :/

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#8: email sent makkE

by Soldat on 06/29/2006 15:31, refers to #5

if send you the model makkE, hope you get it
thax

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#9: ..

by makkE on 06/29/2006 16:04

Thanx soldat.
I can see nothing wrong with the cfg and the models, but the error you get looks very familiar from older attempts at md3 implementation ..
So this should get fixed with the next release hopefully, i contacted drian about it.

Passa, just take a look what kinda files they actually are. There might be lod versions of them too, so you´ll probably not need all those. It depends on the mod or game you take em from (guess nexuiz or tremoulous or similar)?
You might need to link them together as they are supposed to be linked (the .skin files should explain this).
However, I can´t guarantee this would work, since there´s obvously still bugs in the md3 code concerning tags.

What you can do, if the files are free to modify, you could just merge them into one model,regroup accordingly to be able to assign the textures, and recreate the animations if neccessairy. A single model will work guaranteed (see gl).

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#10: Re: ..

by >driAn<. on 06/29/2006 19:25, refers to #1

1: I tested a q3 player model the last time I did changes to the md3 code. Eihrul an aard did a few changes lastly, I will do some file-diffs to find the problem.

2: sauer is rather md2- than q3-coord-system compatible to simplify md2-to-md3 conversion. If we aren't going to convert them it might be better to go the q3 way and maybe provide some rotation cmd's for the older models.

There is also a shader bug in the md3 code. I'm working on a fix.

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#11: Re: ..

by Eivets on 06/29/2006 21:13, refers to #10

The md3 code used to work fine for a long time after you fixed the last problems. With some of the later releases it was broken. I think it was the occlusion edition. In the shader edition, the geometry was still working, but there was this shader bug.
Would be great, if you could fix it.

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#12: Re: ..

by >driAn<. on 06/30/2006 00:06, refers to #11

Fixed. I will commit it to the cvs soon, after some tests.

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