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I need help making a .GLM


nemis fall

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I just got Milkshape and imported my weapon model into MS3d, i textures it, then one I created my CF then exported it to MD3, then used MD3view to convert it I loaded a skin it looked textured, then one i tested it in JK2 the model was there but it wasen't textured. Any help would ..ya know help.:D

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Well, first, go open your project in MilkShape, again. Now click "Tools > Quake III Arena > Generate Control File". give it the same name that your MD3 file will have, and MAKE SURE you save it in the same place that your MD3 file is.

Now, make sure that when you create a contol file, everything in points to the correct paths.

 

For example:

(don't add the"[]", by the way.)

 

$model "models/[model path]/[model's file name].md3" <----I'm sure this needs to be changed, if you save it in the same folder as your MD3 file.

 

 

 

And make sure the reference frame, looks something like this:

 

// reference frame

//$frames -1 -1

// frame 1-1

$frames 1 1

$flags 0

$numskins 0

 

But most importantly, (And this is most likely your problem) if you want your textures to be used on the model the textures referenced in the .qc file can't say:

 

$skin "models/players/model/bd_blaster.tga" <-----this is the wrong path.

 

Make sure that it's pointing to the correct path and texture name.

 

$skin "models/weapons2/blaster_r/bd_blaster.tga" <------this path is correct, for the E-11 blaster rifle. And don't worry about the .tga extension if it's a jpeg, just make sure you have the name correct - it'll find the file.

I always name everything .tga, to keep it consistent.

 

And if that's not enough... here's a control file for one of my weapon models - you can use as a reference.

// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/weapons2/blaster_r/w_blaster_r.md3"
// reference frame
//$frames -1 -1
// frame 1-1
$frames 1 1
$flags 0
$numskins 0

// you can have one or no parent tag
//$parenttag "tag_flash"
//$parenttag "tag_parent"

// tags
$tag "tag_flash"
$tag "tag_parent"

// meshes (surfaces)
$mesh "w_scope"
$skin "models/weapons2/blaster_r/bd_blaster.tga"
$flags 0

$mesh "w_handle"
$skin "models/weapons2/blaster_r/bd_blaster.tga"
$flags 0

$mesh "w_barrel"
$skin "models/weapons2/blaster_r/bd_blaster.tga"
$flags 0

 

Now that you have this all strieghtened out, export it as an MD3, using the same file name as your .qc file.

Next open up MD3 View and open your MD3 file.

It should be textured, now, if it's in a directory other than /base than the textures may not show up (Don't worry about it, that'll happen). Now export it as .glm file, now start JO (open your MOD if it's part of a mod) play a level, and the textures should be there, now.

 

I hope this helped.:)

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