Midgit Yoda Posted July 14, 2002 Share Posted July 14, 2002 Okay. On my Jawa model I have finished modeling the (Beta) version. I UVMapped his entire body and exported the UVMaps out (using Texporter). Then I got an MD3 Exporter and exported him to MD3 but it repeatedly said, "No UV mapping was found on this object. Writing out the texture coordinates of a spherical mapping for each vertex." Does that mean that I haven't mapped right? Also, how can I load my skin into the model in 3DS Max? Any help would REALLY be appreciated. Link to comment Share on other sites More sharing options...
Twisted Vertex Posted July 14, 2002 Share Posted July 14, 2002 This seems to be the point we are at on working with the TREBOR model. I think we have to use ID to load it correct the textures correctly. Then again after re-reading your post, You can ignore that error on uvw mapping, becasue in fact you have applied coordinates to your model. Try loading you textures in MD3 viewer and see what happens. Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 14, 2002 Author Share Posted July 14, 2002 Whenever I open it in MD3 View and apply the skin it says "Unable to find model to apply skin to!" What have I done wrong? Link to comment Share on other sites More sharing options...
CheshireKat Posted July 14, 2002 Share Posted July 14, 2002 I always have problems with UV's, sorry cant help there, but we'll bump it up till someone has an answer for you. Good Luck Link to comment Share on other sites More sharing options...
Madjai Posted July 14, 2002 Share Posted July 14, 2002 ok heres my setup that works for me. make the directory c:/base/models/weapons2/saber when you export your model to md3, since you only want to see the texture on it because your not exporting to xsi to compile, just select the main parts of his body to export, such as torso, head, hands etc. dont export the tags, caps, bones, only the mesh. when you export him name the file saber_w, name the .skin file saber_w with only the parts that you exported in the .skin file. make sure your paths are all correct. put the md3 and .skin file in the saber directory. try loading it up again in md3view. Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 14, 2002 Author Share Posted July 14, 2002 Still no luck. Says the same thing. Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 14, 2002 Author Share Posted July 14, 2002 No one can help? Link to comment Share on other sites More sharing options...
Madjai Posted July 14, 2002 Share Posted July 14, 2002 all i can suggest is you send it to me and ill get it to work and tell you how Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 14, 2002 Author Share Posted July 14, 2002 I just need some help getting the pop n' fresh MD3 Exporter. I don't know what to type in. It says "the following frames" I don't know what to put... I don't know how to do any of it. Link to comment Share on other sites More sharing options...
MacD Posted July 14, 2002 Share Posted July 14, 2002 Grab the .skin file from an existing model, open it in notepad to see what it looks like. You'll see you have to modify it to include the textures you're using. After that, import the model to md3view, then load the .skin file. Then see what pops out and what you'll have to change. Link to comment Share on other sites More sharing options...
Emon Posted July 14, 2002 Share Posted July 14, 2002 Uh, why are you exporting to an MD3? Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 14, 2002 Author Share Posted July 14, 2002 Yeah I was just informed I wasn't supposed to for a model. What do I export to and where can I get the exporter plugin for 3DS Max? Link to comment Share on other sites More sharing options...
MacD Posted July 14, 2002 Share Posted July 14, 2002 Oops, sorry! I saw you talking about md3's, and assumed you where talking saber hilts Didn't read well enough Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 14, 2002 Share Posted July 14, 2002 Also, how can I load my skin into the model in 3DS Max? Any help would REALLY be appreciated. here's how to assign a bitmap onto the mesh in Max: Go to"Rendering" then select material editor or click the icon left of the renderer (press m in max 4.2) Once the mat editor pops up, scroll down the bottom to the maps tab, next check the diffuse color box, click where it says "none". The material/map browser will pop up, select bitmap from the list, and load the templates you created with texporter. Dont forget to move your maps to the default game dir, this will prevent possible errors from the compiler: ex: c:\base\models\players\yourmodel You will then see the texture on the sphere, select which part of the model you wish to skin, click on assign material (the blue sphere pointing to the cube) If you cant see the texture, make sure you clicked the checkered box (called show map in viewport). You have to export your model using the softimage .XSI 3.0 plugin for max 4.x, included in the 1st tools released by raven. Hope this helped out a bit. Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 15, 2002 Author Share Posted July 15, 2002 Okay I have it named as a .xsi what do I do now?? Link to comment Share on other sites More sharing options...
Midgit Yoda Posted July 15, 2002 Author Share Posted July 15, 2002 Okay I have the .car file as well. I want it for a Multiplayer tho so I need it in .glm How do I get it to glm? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 15, 2002 Share Posted July 15, 2002 Are you trying to export a charachter or a hilt? characters: http://www.lucasforums.com/showthread.php?threadid=69266 If you want to make a hilt, you have to export it in .md3 format and convert it to glm using md3viewer also included in the raven tools pack 1. Link to comment Share on other sites More sharing options...
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