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Creating texture replacements (Models and rushes)

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  • Shambler234
    replied
    Originally posted by talisa View Post
    to make a pk3, just simply make a zip with normal compression and then manually rename the file-extension to pk3

    also, if you are using textures which you add inside the model, have a look at this: Quake palette - Quake Wiki
    then there you can see your problem, you are most liely using colors on the bottom line, which are colors which will always be rendered at full brightness
    How could I make it to where parts of the texture cannot be rendered at full bright?

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  • talisa
    replied
    to make a pk3, just simply make a zip with normal compression and then manually rename the file-extension to pk3

    also, if you are using textures which you add inside the model, have a look at this: http://quakewiki.org/wiki/Quake_palette
    then there you can see your problem, you are most liely using colors on the bottom line, which are colors which will always be rendered at full brightness

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  • Shambler234
    replied



    After a day of frustration, i got the models to work.
    now to fix the textures lighting problems.
    also i would like to know how to create a single pack (pk3) file for textures.

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  • taniwha
    replied
    Heh, obviously not the same place for golden_boy (thanks for posting the pic).

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  • golden_boy
    replied

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  • taniwha
    replied
    Shambler234: Ok, I've had a proper look and the problem is fairly simple: when you imported the model, an export script was created (look in blender's text editor: the name of the script will match the model base name). Find the skin(s) section and edit the skin name. For me, the skin section was right under the documentation comment block.

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  • taniwha
    replied
    Shambler234: what exactly is the problem with exporting? The first requirement is the object to be exported needs to be selected/active (the export scripts work on only a single object: join any objects into one for export). Other than that, I need more details on what problems you're having.

    [edit] Oops, didn't see the second page of replies. I'll take a closer look at the error.

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  • golden_boy
    replied
    Looks like it doesn't find the texture image.

    That sucks; what you could try is applying your own material to the model, using a texture image in a different location... or something like that.

    You could also try and export it as MD3 (assuming this exporter works with 2.66) and then use Noesis to convert that to MDL.

    I'm afraid I can't help fix the export problem itself, though. I have no idea why it works for me but not for you.

    I'm willing to look at your .blend file if you link it.

    Taniwha, the author of those scripts, might be able to help fix it - he hangs around inside3d, so you could PM him there. I will also poke him on IRC.

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  • Shambler234
    replied

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  • golden_boy
    replied
    Taniwha's scripts come with an exporter that I just tested. it worked fine for me.

    Were exactly does it fail?

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  • Shambler234
    replied
    Now here's a new problem i found using this, it cannot export the MDL files

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  • Shambler234
    replied
    Thank you, i can now import mdl files into blender finally.

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  • golden_boy
    replied
    Oof!

    gnounc just pointed me to Taniwha's MDL import/export scripts for Blender. I tried those scripts with Blender 2.66, and it correctly imports the mesh, all the animations, the UVmap and the texture.



    If this looks good to you, here are the import/export scripts:

    Extensions:2.6/Py/Scripts/Import-Export/Quake mdl - BlenderWiki

    It imports the animations as shape keys instead of keyframes (due to Quake models having no armature), but if you don't want to change the animations, that shouldn't be a problem. And even if you do, you might just be able to continue using shape keys (also known as vertex animation).

    Edit: I just tested the export, and it exports well and shows correctly in Noesis afterwards.

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  • Shambler234
    replied


    I didn't find the Zombie model, but i did find the scrabs model file.

    It's basically replicating the same problem i had before.

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  • golden_boy
    replied
    What does the model look like in Noesis?

    Seor Casaroja's Engineering Oasis

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