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  • custom .mdl invisible in Darkplaces

    hi there, newbie here!
    i'm having some difficulties putting custom object into Quake. i made a static mesh in Blender and exported in .mdl. next i renamed it to armor.mdl and put it into mymod/progs - just to see how it looks. problem is that it's not showing up neither in the editor, nor in the game. can somebody help, plz? thanks in advance.

    EDIT:
    realised it was too small to see. incrementing the size made it visible, but now the model is all black. also importing the .mdl back into Blender the textures are missing, idk why. any ideas?
    Attached Files
    Last edited by vladdrak; 03-20-2015, 11:53 AM.

  • #2
    i have no experience with exporting models as mdl, but i'd recommend using md3 instead since mdl has very high position-imprecision with vertex-positions
    there is also no reason whatsoever to use the old mdl format since modern engines support md3 which is overall a much better format

    you can get an md3 exporter for blender here:
    http://jkhub.org/files/file/1413-ble...-plugin-suite/
    i use that one myself, its very easy to use.

    all you need to do is make sure to manually triangulate your model before exporting,
    and add a custom property with name set to 'md3shader' and value set to the name of texture you want your model to use.
    then put the md3 in progs folder and manually rename the file-extension to mdl,
    and drop the texture in the 'textures' folder
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

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    • #3
      hey! i'll look into this, many thanks!

      Comment


      • #4
        Make sure you have the appropriate texture selected in the UV editing menu of Blender before exporting. Also make sure your colors are Quake palette compliant. Loading the MDL file in QME is a great way to check if everything is correct quickly.
        'Replacement Player Models' Project

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        • #5
          Is it halfway through the floor in game or does it only look like it?

          If it is, it's probably just a lighting problem to do with where the origin of the model is.

          In that case MD3 won't fix this issue.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            Not 100% for DP, but, if it spawns in the floor it will fall off the map; right?

            edit, wait, i thought this was the other thread where his model was invisible.
            edit, edit: oh he changed the entire OP.

            ^^What GB said.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #7
              Originally posted by talisa View Post
              i have no experience with exporting models as mdl, but i'd recommend using md3 instead since mdl has very high position-imprecision with vertex-positions
              there is also no reason whatsoever to use the old mdl format since modern engines support md3 which is overall a much better format

              you can get an md3 exporter for blender here:
              http://jkhub.org/files/file/1413-ble...-plugin-suite/
              i use that one myself, its very easy to use.

              all you need to do is make sure to manually triangulate your model before exporting,
              and add a custom property with name set to 'md3shader' and value set to the name of texture you want your model to use.
              then put the md3 in progs folder and manually rename the file-extension to mdl,
              and drop the texture in the 'textures' folder
              i did all you said, but now no matter how i scale it, it remains invisible
              Attached Files
              Last edited by vladdrak; 03-22-2015, 03:14 AM.

              Comment


              • #8
                i uploaded the blend, targa and md3 files in case someone would take a look into it. could be something trivial, but i can't figure out what exactly.
                http://www.megafileupload.com/en/fil...armor-zip.html
                Last edited by vladdrak; 03-22-2015, 06:22 AM.

                Comment


                • #9
                  oh i see right away what you did wrong: remove the textures/ before the texture-name in the value field.

                  you dont need to tel the engine to look in the textures folder, it will automatically look in the textures folder.
                  and because cuz you put textures/armor.tga there, the engine will be looking for textures/textures/armor.tga

                  so just change the value so it only says armor.tga
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • #10
                    Originally posted by talisa View Post
                    oh i see right away what you did wrong: remove the textures/ before the texture-name in the value field.

                    you dont need to tel the engine to look in the textures folder, it will automatically look in the textures folder.
                    and because cuz you put textures/armor.tga there, the engine will be looking for textures/textures/armor.tga

                    so just change the value so it only says armor.tga
                    i thought of that too and changed it to simply "armor.tga" after posting, but that wouldn't help either. maybe i should mention that the Material is also "armor.tga"

                    Comment


                    • #11
                      [solved]

                      i remade the object and the texture, don't ask why it's working now. on my 2nd attempt i used ps instead of gimp and png instead of tga.

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