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InsideQC Forums • View topic - Having a lot of difficulty :/

Having a lot of difficulty :/

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Having a lot of difficulty :/

Postby Downsider » Mon Sep 28, 2009 10:39 pm

Recently made a very nice pistol model in 3ds Max 9.

Can't get it to MDL. Can anybody help? I mean, I've tried literally everything. Tried 3ds Max -> SMD -> Milkshape -> MD3 -> Quark -> MDL but when I tried importing from Milkshape, certain vertices got unrigged off the model.

Jesus Christ it's impossible. HELP.
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Postby MauveBib » Mon Sep 28, 2009 11:05 pm

There's an md2 plugin for max called QTip, but it only allows exports of models with tiny skins that you'll have to resize afterwards in qme or something.

md2 > mdl is trivial, save in qme, load and resave in quark.
Apathy Now!
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Postby Downsider » Mon Sep 28, 2009 11:22 pm

Unable to place all textures in specified skin size
NOTE: This error is often caused by a texture being tiled excessively in a model resulting in necessity for a huge image.
Go to http://www.qtipplugin.com/faq.htm for a complete explanation of this error.

FAQ doesn't tell me anything I wasn't already aware of and have tried.

oO Wtf mate, wtf.

EDIT: 64x64 works, eh, but I need 256x256. I'll figure something out. Major thanks.
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Postby MauveBib » Mon Sep 28, 2009 11:50 pm

Yep, shrink the skin down to export, then resize it up again in qme.
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Postby Downsider » Tue Sep 29, 2009 12:42 am

Well, this doesn't exactly work. When I export from QME 3.1, and chuck it in FitzQuake, it says the model number is <insert gigantic number here> and it should be 29.

What.
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Postby frag.machine » Tue Sep 29, 2009 1:04 am

29 ? You mean something like "BSP version is <number>,not 29" ?

Well, you should never get such message with alias (.mdl) models, since default .mdl version is 6.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Downsider » Tue Sep 29, 2009 1:20 am

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Postby MauveBib » Tue Sep 29, 2009 1:27 am

Apathy Now!
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Postby Downsider » Tue Sep 29, 2009 1:31 am

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Postby MauveBib » Tue Sep 29, 2009 1:42 am

Apathy Now!
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Postby Downsider » Tue Sep 29, 2009 2:03 am

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Postby Dr. Shadowborg » Tue Sep 29, 2009 3:06 am

For a possible alternative try the blender model exporter mentioned in this thread here:

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Postby Downsider » Tue Sep 29, 2009 3:14 am

Find me a way to go Max to Blender without losing anything (UVMaps, animations, rigging, bones) and you got a deal.
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Postby chris4268 » Tue Sep 29, 2009 3:28 am

Maybe you should try importing to Blender with different extensions, Mr.Breadsticks.
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Postby Downsider » Tue Sep 29, 2009 3:31 am

Well 90% of that post makes very little sense to me but thanks anyway, mate.

EDIT: Oh, do you mean extensions as far as different model formats? Yeah, I know that much, but very few preserve all aspects of the model including bones, uv, etc. Collada seems to be winning so far as far as supported features go, though.
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