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  • MD3 instead of BSP model

    Can I replace the health model with an md3? I tried but it wouldn't work.

    getButterfly - WordPress Plugins

  • #2
    Did you precache it? What about the setorigin, is the new model mins/max's bounding box on the same plane so that it wont fall out of the map?

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    • #3
      I'm pretty sure you can if the engine supports the new model format.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        This is all it says in DP Extensions:

        //DP_QUAKE3_MODEL
        //idea: quake community
        //darkplaces implementation: LordHavoc
        //description:
        //shows that the engine supports Quake3 .md3 files.

        ....no QC to modify , so I would guess its automaticly included without any altering of cvars. I dont know squat about md3, like how it relates to .skin and such compared to plain .mdl, but there are references to something to do with the skin in the dp extensions file. I do remember reading that md3 has like 3 triangular components that join together at the center...but thats about it.

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        • #5
          DP won't automagically change the extension on the requested model file.
          So make your md3, name the file maps/b_health.bsp or whatever it is, with the wrong extension and stuff. If you're using windows, make sure you go into the settings and make it actually show you the full filename instead of hiding part of it.
          Some Game Thing

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          • #6
            Assuming you are using Darkplaces: LordHavoc's DarkPlaces Quake Modification
            Quake 1 Singleplayer Maps and Mods

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            • #7
              Yeah, I should've mentioned, I'm using DP.

              @Cobalt, no problem with precaching, it should work anyway.
              @Spike, I didn't try to rename it as .bsp, I'll try tonight.

              Thanks for your answers.

              getButterfly - WordPress Plugins

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              • #8
                Originally posted by Spike View Post
                So make your md3, name the file maps/b_health.bsp or whatever it is, with the wrong extension and stuff.
                IMO this is evil behaviour. It's confusing for players and crashes other clients. If it actually is a duck then it should definitely walk like a duck, quack like a duck and look like a duck. Principle of least surprise? Oh yes. It can be done for textures so why not models too?
                IT LIVES! http://directq.blogspot.com/

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                • #9
                  Kinda.... if you are talking multiplayer joining a server from just the ID1 directory, but I think the mod he is working on is a SP only and strictly for DP only. I do agree though that it would make more sense keeping the extension as md3 , or even a new one that interprets them all, such as .mdp (model darkplaces).

                  Originally posted by MH View Post
                  IMO this is evil behaviour. It's confusing for players and crashes other clients. If it actually is a duck then it should definitely walk like a duck, quack like a duck and look like a duck. Principle of least surprise? Oh yes. It can be done for textures so why not models too?

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                  • #10
                    obviously if you're able to edit the qc, you should use the proper extension inside the qc. But if you can't edit the qc, you have to name your md3 to match the old file, regardless of its normal extension. The engine doesn't normally care.
                    Some Game Thing

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                    • #11
                      Well, I think I already got that, I'll post some screens soon.

                      Yes, the mod is SP only and running on DP.

                      getButterfly - WordPress Plugins

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