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Qworkshop3 Tutorials

WeaponModeling: Getting your model in Q3 Part 4 by AshRain

This tutorial will deal with a shortcut way to get your model into Q3. So that you can view it in game. Also I will give some hints on getting your hands on good skins.

I start with the skins. Like I said in the previous tutorial, unless you are pretty good(= very good) with graphical programs you better have someone else do it. In this case I have some evidence to support my point.

By me:
By Jinx (unfinished):
     
 

If you can't see the difference in quality you need to quit jacking off so much cause it's affecting your eyesight. If you can see the difference in quality but still don't get my point then you are just plain stupid. :P

If you manage to convince a skinner to do a skin for you he will probably need a UVW map. This is a skin which displays the edges of the models like white stripes. Just like you see when you are working with the Texture coordinate editor.

The swords UVW map looks like this.

This is the UVW map that Jinx used to base his skin on. I used a slightly different one as you can see. But that's not important. What is important is this. How do I get a UVW map for my model? Fortunally there is a neat program for that. It's called Npherno's GL viewer. I have honestly no idea where I found this program so you will have to look for it yourself. Try the bigger Q3 sites to get it. This programs main function is to display .md3 files (the Q3 model format). And you can apply skins to them! What joy.

There is also an option to create a UVW map. Load in your model and select Export=>skinbase in the File menu. This will generate a .bmp which contains your UVWmap. Send this over to the skinner and the skinning can commence.

Now the part about getting your model into Q3. I will describe the method I use to make this as easy as possible.

First create a map on your desktop called 'weapontest' or something like that. Make sure that it starts with a letter higher then p. I will explain why later. Now in the weapontest directory create a directory called 'models'. In the models directory a directory called 'weapons2'. And finally in that directory a directory called ssword or something like that. For those of you who snooped around in the pak0.pk3, you will probably know what I'm doing here. For those of you who don't, read on.

About .pk3: A .pk3 file is the same as a .zip file. You can open the pak0.pk3 in Winzip. You can see that there is a clear directory structure in there. Like the structure models/weapons2/railgun. In this directory you can find the .md3 model of the railgun and it's skin. We created on the desktop something with a similar directory structure. When we are finally are ready to make a .pk3 of our model, what we actually do is replacing the structure currently existing in quake. Q3 reads all the .pk3 in alfabethical order. So when he is done with the pak0.pk3 and then finds another .pk3 which has some directory structure the same then Q3 will use that one instead.

You can't use .pk3 with names lower than p because of this. So what we are going to do with our model is to replace it with one of he weapons that already exists. First open the pak0.pk3 in Winzip. Then go to the models/weapons2/railgun directory. Extract this directory into your weapons2 directory in your weapontest directory.

Open your model in Milkshape. Then choose Import=>Quake III Arena MD3.. Go to the dir you extracted the railgun in and open the railgun.md3. Now check if your model is the right scale. I you lost your model it's to small. If you still can't see the railgun it's to big. Also you must make sure that your model has the right position. A Q3 playermodel holds his righthand against the handle of the railgun. So if you place your sword in such a way that it has the same position as the railgun handle it will end up in the right hand. To put the sword in the left hand you will have to place it a bit more forward. Perhaps even rotate it a bit. When you are done go to the Groups tab and delete the railgun.

In the Tools menu you can choose Quake III Arena=> Generate Control File. Do this. Name the file shortsword.qc or something similar.
This is a Control file. It contains some information Milkshape needs to create an .md3. We have to make this information correct first. Open the .qc file you just made in Notepad. We can now see some code.

// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/players/model/model.md3"
// 0 0 = all frames, -1 -1 = reference model, 1 30 = frame 1-30 $frames 0 0
$flags 0
$numskins 0

// you can have one or no parent tag

// tags

// meshes (surfaces)
$mesh "handle"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "hilt"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "blade"
$skin "models/players/model/skin.tga"
$flags 0

You can ignore the entire first part cause this deals with the animation of playermodels. We don't need that. Copy your skin in the weapontes/modes/weapons2/ssword directory. Change the mesh paths so that they point to your skin. As you can see there is a skin path for each group.

The result is this.

// meshes (surfaces)
$mesh "handle"
$skin "models/weapons2/ssword/shortsword.jpg"
$flags 0

$mesh "hilt"
$skin "models/weapons2/ssword/shortsword.jpg"
$flags 0

$mesh "blade"
$skin "models/weapons2/ssword/shortsword.jpg"
$flags 0

Save the .qc file and then go back to MilkShape. In the File menu choose Export=> Quake III Arena MD3.

Give the model the same name as the .qc file. And save it in the same dir.
This will generate a .md3 of your model which will look for a skin in the directory specified. This directory is actually Quake III Arena/baseq3/models/weapons2/ssword. .pk3 files always assume that they are placed in the baseq3 directory. So that's why the path starts at models.

Now copy your .md3 to your railgun dir. Then rename the .md3 to railgun.md3 thus overwriting the real railgunmodel. When this is all done go to your desktop and rightclick your weapontest directory. Select Add to Zip(must have Winzip installed). Then change the extension from.zip to .pk3. Press Add and your .pk3 is finished. Copy this weapontest.pk3 to your baseq3. Fire up Q3. If all went well the Railgun is now replaced with a sword with skin. Ignore the fact that a short sword normally doesn't fire Uranium slugs.

You can replace most weapons in Q3 without much problems. Some weapons however have more than one .md3. A high polygon version and some lower polygon versions. Just replace all of them then. Furthermore the playermodel is holding the sword a bit odd. The playermodel is holding his other arm somewhere in the air. This only does not happen with the gauntlet. But replacing the gauntlet is a lot trickier. This weapon has a certain level of animation(the circleblade) and can not be replaced like we did with the railgun. More on that in another tutorial.

This was how it looked in my version.

I'm not entirely certain what the next tutorial will be about. 

AshRain

 

 

 

 

 

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Bill Brooks © 1999
email contact: Bill Brooks