Commodus Posted August 13, 2002 Share Posted August 13, 2002 Hello, I've been recently making a model of a Japanese sword (a wakizashi/katana type of thing, not for a Samurai mod though) in gmax and when I got my hands on a copy of Photoshop, I started to skin the model, using Chilliskinner (http://www.chilliweb.co.uk/chilliskinner) to do the hard work for me. Chilliskinner unwrapped the model successfuly, I made the image for the skin in Photoshop, I applied the skin to the model, and I exported the model to md3 with the Tempest gamepack for gmax (naming it saber_w, and the sword inside it w_saber). Then, I made the saber_w.skin, and put inside it w_saber,models/weapons2/saber/saber.jpg and then I placed the .skin file in the same directory as saber_w.md3 and I placed saber.jpg in models/weapons2/saber/saber.jpg (the md3 and .skin are alongside the "models" directory). Using Md3View I load saber_w.skin, and convert the md3 to a glm model, and then I put the glm model in the saber subdirectory and dragged the "models" directory into the pk3 file of my mod. The subdirectories are made, and I believe that the options that I'm using with WinZip are correct because the qvms I dragged in before are working correctly, along with the untextured version of the sword and a couple of other models. (I followed FBF's guide on getting a saber hilt from gmax - http://www.btinternet.com/~howe_alison/brothers/tutorial/gmax_jkii_tutorial.htm ) I seriously do not know what is wrong - in Md3View the model looks fine and is skinned, but ingame it is just a plain white model. I believe it is Chilliskinner, as the end model with the vertices unwrapped is missing a UVW Map modifier on the top - but is fully skinned and the skin maps on brilliantly to the model. I have tried everything - changing the name of the material, changing the name of the texture (which results in a badly distorted saber texture going over my sword - same thing when using saber.tga), using a md3 model instead of a glm, etc. The only thing I haven't tried is unwrapping the model by hand which I cannot do - trust me I've tried. This is where I ask for help - would anybody be interested in either a) getting the skinned version of the model successfully ingame, or b) unwrapping the vertices and creating a proper UVW map for me? You will be credited in the readme of my mod. Thanks, Commodus. PS. If you know any excellent (excellent has to be emphasized) UVW Unwrapping guides that you could point me to, that would be great as well. Link to comment Share on other sites More sharing options...
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