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3D models questions...

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H-Hour:
Each MD2 file points to its own skin file, and this has to be configured when you export the model. We use a system for referencing adjacent files with a "." and no file type extension (jpg, png, etc.). So, your MD2 exporter should allow you to define skins. If you did so for a model that had a skin file in the same directory named "car.jpg", you would set the skin to:

.car

Then the game (and Radiant) should be able to locate the skin. You can even specify multiple skins and in the func_model definition add a skin property pointing to each one (starting with 0).

Latino210:
Dear sirs

I am at my wit's end. The .md2 has been skinned and UVwrapped, but it does appear as covered in nodraws. The .obj works fine, at least in Radiant. Both object cause a fatal error when I try to visualize them during battle. I am including the three different versions of the object, the sample .jpg skin and the error message. Maybe it's because I am playing with a nightly build?  Can somebody smarter than me take a look at that?


--- Code: ---======start======
Date: 2012-11-10
Windows version 5.2 (Build 3790) Service Pack 2
Win32 DEBUG, cpu: IA-32, version: 2.5-dev

0xb33109e : [unknown module] : [unknown file]
======end========

--- End code ---




EDIT: I forgot, all the models in the models dir have an .mdx file included (no mention of that on the wondrous, useful wiki). I tried opening them with a .mdx converter but the format was not valid. Any clue?

DarkRain:
The skin name defined in the md2 is bad ("SkinBitMap:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::") so that's a problem, I edited the skin name and the model showed just fine both in radiant and in game

As for the obj, I don't know, there's a in the game bug for sure, but I haven't found where, maybe its related to the fact the obj is missing a corresponding .mtl

mdx is not needed to use the models (Its about pre-caching the models IIRC) and I don't think it is a standard format, you can generate it for md2 files using ufomodel anyway

Latino210:
Once again, you are saving me from the bottomless depth of my ignorance. Just a little thing more, before going to bed: how exactly have you changed the skin name? I've tried editing with notepad, but it only made the radiant crash. Have you used an hex editor? I had already tried to cancel the "skinbitmap:::::::::::::::::::::::::::::::::" string and writing "motor" in its place, to no avail.
About the .obj, screw them, if I can export an .md2 with that (flawed) script and rename it by hand I am all set.

Thanks again for your help.

DarkRain:
For some reason the forum wouldn't let me post, anyway, yes I didn't feel like re-exporting the model so I used an hex editor to write .motor (note the leading dot) and fill the rest of the skin name with null characters, supposedly you can also edit skin names using ufomodel but don't ask me how that works.

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