monsoontide Posted August 6, 2003 Share Posted August 6, 2003 Hi! Anyone know how to toggle Alpha blending on an MD3? I want parts of the model to be transparent. I'm trying to make some shaders for some in map models and I can't work out how to make the shader "stick" to the model. I've looked at various tutorials but they concentrate on player models. Thanks Monsoontide Link to comment Share on other sites More sharing options...
Lil Killa Posted August 6, 2003 Share Posted August 6, 2003 Find the skin for the model and edit the parts u want to be see through. I provided a tutorial for the seethrough part. you would do an md3 pretty much like u would a player model:D http://quake3.qeradiant.com/q3afiles/shader02.htm Link to comment Share on other sites More sharing options...
rgoer Posted August 6, 2003 Share Posted August 6, 2003 In the .qc file for the md3 (before you make the actual md3 files), point it to textures/yourmap/yourshader.tga. Then, in shaders/yourmap.shader, define what shader you want yourmap/yourshader.tga to be. Then create the md3 file based on that qc. You're good to go. Link to comment Share on other sites More sharing options...
monsoontide Posted August 6, 2003 Author Share Posted August 6, 2003 Hmmm... I think I did it right - but now the areas with the shaders just show up blank. .... I wonder where I'm going wrong! - So I have to make the shader first before I comp it, or is it ok as long as the qc file just points to the image used by the shader? Thanks Monsoontide. Link to comment Share on other sites More sharing options...
rgoer Posted August 6, 2003 Share Posted August 6, 2003 As long as the shader you (eventually) make has the same name/path as the one you call in your qc file, things should work out. What program are you using to make your md3? Link to comment Share on other sites More sharing options...
monsoontide Posted August 7, 2003 Author Share Posted August 7, 2003 I'm using Milkshape. Then using the MD3 viewer that came with the tool set to check them. As an aside - any reason a lot of the md3's that came with the game show up with large black parts on them? I know this was all gone over before - but the modeling thread seems dead now. Monsoontide Link to comment Share on other sites More sharing options...
rgoer Posted August 7, 2003 Share Posted August 7, 2003 The model viewers (md3view for md3s, modview for glms) don't show shaders properly. If you set your qc file and your shader definitions up properly, things should look alright in-game. Link to comment Share on other sites More sharing options...
monsoontide Posted August 7, 2003 Author Share Posted August 7, 2003 I guess it'll just be trial and error til I get it too work. Thanks. Monsoontide. Oh - any ideas on those black areas on the MD3's that come with the game. They look fine in the viewer, but not in-game. Link to comment Share on other sites More sharing options...
lauser Posted August 7, 2003 Share Posted August 7, 2003 I'm actually having the same problems with model.md3s in my map. I hate that when you get only 50% of the textures INGAME but FULL texture in the 3D viewer. Why is that? Anyone know? Should I take the entire file and just pack it up in my PK3 so that everything shows up? Sv_pure 0 does nothing to help. Thanks in advance......L_A Link to comment Share on other sites More sharing options...
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