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some moddeling question
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homart

Player
(685 posts)

Hi guys, yesterday i tryed to dive into warsow moddeling, and i tried to make a machingun remake. So i firstly started the moddeling part. And i arrive with a model of 934 triangles. (well the model is not really optimised and need lods), but i'm just trying to experiment how things work.

http://imageshack.us/photo/my-images/542/image001ag.jpg
http://imageshack.us/photo/my-images/267/image002nuy.jpg

After that i search a long time to find a way to export to .md3 format from 3dsmax but find no solution. Then i try to export to .3DS and then tried to use the Nemphro compiler provided in the warsow SDK but the weapon was not appearing in-game.

Then i find a script for blender to export to .md3, and it worked. Here is the picture of the weapon appearing in the game
http://imageshack.us/photo/my-images/23/wsw120404201919.jpg

still with any texture.

After these step i tryed to deel with the texturing, it was the first time i was unwarping UV. I come to this result : (i may redo the whole thing cause it look a bit weird.
http://imageshack.us/photo/my-images/708/image003dz.jpg
At this point i just exported it to try to do some rought texture to see how it waso working.i just putted the texture in max and i seemed to work

http://imageshack.us/f/189/image004hwk.jpg

Then i reexport it to *.3ds to .blend and then export to 3ds.
But i don't know how to keep the texture file of the UV map to keep a texture when exporting to blender. All i get is a blank texture in blender, and no change in game.

Now some question for you fellow. DO you know a best way to export to md3 format?
How to keep UV and material texture from max to blender to *.md3 ?
I also try to add the tag_flash and tag_expansion, but i don't know how to create then in max (is it just some assistant point with a particular name [in max]) well i also tryed to export them to .3ds but they don't appear in blender. I also tryed to import some tag directly in blender but exporting them to .md3 don't keep them.

Any advice will be a great help for learning more.
Thanks.

Edit: don't know what's the problem with these image.
(updated 2012-04-04 22:34:58)

Kimza

Developer
(387 posts)

use www.foopics.com to upload pictures :)

homart

Player
(685 posts)

Kimza wrote:
use www.foopics.com to upload pictures :)


copy past to your browser then :D

Kimza

Developer
(387 posts)

Just remove the " / " after all the links.

MagusZero
Chaotician
(1858 posts)

Or use URL tags correctly :/

Ultrak1ll

☢UNdead☢
(359 posts)

Ur post reminded me that I have a gun model I made some months ago. I will try to export it and post the progress here.




homart

Player
(685 posts)

Well nobody answer my question :x, anything useful?

SolidFake

Member
(4389 posts)

well, for model conversions I ever used milkshape, and had good success with it

but these were mainly ase to md3 conversion if I think, but the program can export to a lot of different model formats

DroiD
Member
(67 posts)

Ultrak1ll wrote:
Ur post reminded me that I have a gun model I made some months ago. I will try to export it and post the progress here.





Wont work as intended in warsow. Model too small.

DroiD
Member
(67 posts)

sry for double post. And it seems like ur mmissing tag_flash on the end
EDIT: How does the "shader path" window work on export?
I tried:
models/weapons/machinegun/
models/weapons/machinegun/machinegun
models/weapons/machinegun/machinegun.tga
but they dont work.
Can any1 give an example?
(updated 2012-04-07 12:31:45)

DroiD
Member
(67 posts)

homart wrote:

But i don't know how to keep the texture file of the UV map to keep a texture when exporting to blender. All i get is a blank texture in blender, and no change in game.

At the side of the selector that by default says Object Mode there is another selector that by default has a icon with a square block and 4 cylinders out of each side. Click on that and switch to texture
homart wrote:
I also try to add the tag_flash and tag_expansion, but i don't know how to create then in max (is it just some assistant point with a particular name [in max])

You can add them in blender: Add>Empty and then rename to tag_expansion and tag_flash
(updated 2012-04-06 19:20:33)

homart

Player
(685 posts)

DroiD wrote:
homart wrote:

But i don't know how to keep the texture file of the UV map to keep a texture when exporting to blender. All i get is a blank texture in blender, and no change in game.

At the side of the selector that by default says Object Mode there is another selector that by default has a icon with a square block and 4 cylinders out of each side. Click on that and switch to texture
homart wrote:
I also try to add the tag_flash and tag_expansion, but i don't know how to create then in max (is it just some assistant point with a particular name [in max])

You can add them in blender: Add>Empty and then rename to tag_expansion and tag_flash


well the tag don't even export to md3 :/

DroiD
Member
(67 posts)

Press Select in middle panel > on the pop-up press Select All by Layer > Press 1 (by default)
Result: Everything gets highlighted and you can export

EDIT: Can any1 answer my question above?
(updated 2012-04-07 12:30:19)

homart

Player
(685 posts)

no i can only export one objet to md3, if i export two or more script crash.

DroiD
Member
(67 posts)

u get the blank gray screen?
if it is that dont worry, i did a model once and it took 23 seconds to export
(updated 2012-04-07 14:42:39)

homart

Player
(685 posts)

what script do you use for exporting to md3? i have latest version of blender

DroiD
Member
(67 posts)

classic blender 2.49b

m0t0

Member
(861 posts)

not sure if this helps but these forums had already atleast this topic about modelling:

http://www.warsow.net/forum/thread/8030/1


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