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  • #46
    the engine does not parse filename extensions (at least for models). If the qc specifies foo.mdl then the engine expects there to be a file with the actual filename of foo.mdl
    If the foo.mdl file actually contains md3 data (and the engine supports the md3 format) then all is well.
    Of course, your exporter probably requires that you explicitly state the extension as .md3 or something stupid, in which case you can either change your qc to use an .md3 extension instead, or just rename the file to .mdl in explorer so that it still matches.
    Some Game Thing

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    • #47
      Originally posted by Spike View Post
      If the foo.mdl file actually contains md3 data (and the engine supports the md3 format) then all is well.
      Hello Spike,

      I remember a discussion with MH. We talked about this same topic.
      His engine does not know/detects if a renamed .mdl�s model is in reality a .md3 format.
      That is why DirectQ crashed at startup.

      We all know that MH�s engine is not made for replacement files, but it should at least be mentioned, that his engine supports .md3 but the file naming must be .md3.
      The automagical detection that for example Darkplaces use is not implemented in DirectQ.
      At least that was the case when we spoke with MH about it some time ago...
      I do not know if DirectQ is now able to detect the real format behind the .mdl ending.

      Anyhow it always suprises me, that an engine is able to know what format a model has, even though it has a totally different ending. Even a .psk format (hidden as .mdl) can be detected...
      But what do I know about engine coding and model formats.
      It must be something in the files header, that reveals the secret I suppose.


      Replacement content discussions is always a sensible topic.
      There are too big differences in all Quake engines due to missing standards.
      - different subfolder structures/namings
      - different texture namings (.mdl_0 or _0)


      Anyway, good job Shambler234 !
      I always like to see new things made from enthusiastic/joyful people.
      Keep it up.

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      • #48
        someone should submit a bug report to mh then.

        different model formats all have a different 'magic id' (leading 4 bytes).
        typical that the windows-centric port ignores all that and uses random parts of the filename instead...
        This is why we can't have nice things.
        Some Game Thing

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        • #49
          I just renamed my MD3 as MDL and it just worked. I had to put the name of the diffuse skin into the texture slot in NPherno's MD3 compiler to get DP to see it.

          You can download some of the other models here to see how it's done

          I think DP also supports IQM, which Blender has a plug-in for.

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