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Quake 3 player model with blender
Quake 3 player model with blender









I downloaded your files and looked them up. For example, the texture chair.jpg then the material will be called - chair. Try using the blender to make the material name the same as the loaded texture. Is there a way to edit the path of the texture anyway?Īpparently, radiant is looking for material, not texture. When it said "Texture load failed: "01_Default"" I had to put the texture in "\Quake III\baseq3" and not in "Quake III\baseq3\models\mapobjects\dolphin". I got this error from the console: Texture load failed: "01_Default" I can load it in radiant, but still no texture. I've also tried with noesis without luck (GREAT TOOL anyway!!)Īnother try that you can do is to download this free model:  and with noesis convert it to md3. In the meantime, can you do me a favour please? Just to be sure that the problem is on my side, can you try to convert this model in md3? I also tried the custom property but it still doesn't work for me If it still doesn't work, try other methods. Try clearly specifying the texture in "Property Value" (for example models/mapobjects/barrels/barrel01 ) for the texture barrel01.tga If the model consists of many parts and each has its own texture, the combine them and create a whole model and a single UV texture.(this is much better for me)Ģ) On the "Object" that of the Properties window panel, find "Custom Properties".In the "Property Name" write - md3shader.

quake 3 player model with blender

( )ġ) You did not do a UV scan(unwrap) of the model. (03-29-2020, 05:49 PM)DarkFox Wrote: I tried it in version 2.78c and it works for me. If for example I have my model in this path: baseq3\models\mapobjects\my_model\my_model.md3, what should be the correct path for the texture? I think, at this point, that the issue is the texture path. I have the same issue with ASE format anyway. I'm sure that my MD3 consists of triangles because I manually used the triangulate modifier prior to the export. I was thinking that md3 files were containers that stores both the model and the texture. Hi DarkFox, thank you very much for your reply! There are people who specialize in creating maps. If you don't find a problem ask for help on QuakeNet IRC, for xonotic maps ask on discord. Try exporting ASE models, for example, and see the result.

quake 3 player model with blender

For example, maps in the directory C:/Xonotic/data/maps/, textures in C:/Xonotic/data/textures/, models in C:/Xonotic/data/models/ģ) the model was exported Incorrectly. The reason for the problem may be:ġ) MD3 consists of quadrilaterals and not triangles.Ģ) the working folder in netradiant\radiant is incorrectly set (I use it). It finds the textures in the correct directory. (03-29-2020, 12:26 PM)DarkFox Wrote: The md3 file itself does not contain a texture.











Quake 3 player model with blender