Model skin problem

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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milasudril
Posts: 64
Joined: Fri May 15, 2009 17:21

Model skin problem

Post by milasudril »

I have drawn a very simple 3d model in blender and created an UV map. When I export the model to md3 and use it in GZDoom the texture mapping becomes totally wrong. What am I missing? The model looks correct in Blender and quads have been converted to triangles. My modeldef is

Model Door1
{
Path "models/"
Model 0 "door.md3"
Skin 0 "door.png"
Scale 0.5 0.5 0.5

FrameIndex DOO1 A 0 0
}


door.png is 1024x1024 pixels
Attachments
models.pk3
(1.73 KiB) Downloaded 101 times
heavyshell3k
Posts: 5
Joined: Fri Jan 06, 2012 22:06

Re: Model skin problem

Post by heavyshell3k »

I posted a similar problem http://forum.drdteam.org/viewtopic.php?f=22&t=5756

My nail gun md2 model looks fine in the editor, but looks off when I look at it ingame. Parts of the nailgun has a blank black texture on parts of the top of it like someone erased parts of the skin texture....like I said, it looks fine in the model editor. Know one has replied to tell me what am I doing wrong?
milasudril
Posts: 64
Joined: Fri May 15, 2009 17:21

Re: Model skin problem

Post by milasudril »

Is there any complete tutorial how using Blender 2.6 and importing that model into GZDoom?

BTW I attach my blender file too, if that helps to describe the problem.
Attachments
door-tri.zip
(57.8 KiB) Downloaded 89 times
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Enjay
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Joined: Tue Aug 30, 2005 23:19
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Re: Model skin problem

Post by Enjay »

I don't really know anything about blender. I wresteld with it a few times a very long time ago but I never really got any results. I did download your PK3 and load the model in to Milkshape. When I did this, there didn't seem to be anything available in the texture coordinate editor - ie the bit that lets you mess around with the UV map. Given that you said you had done a UV map I can only guess that somehow the export routine you used lost the details somehow. (From memory, the model itself was just a simple rectangular door-like shape lying flat on the ground - is that how it is meant to be?)
milasudril
Posts: 64
Joined: Fri May 15, 2009 17:21

Re: Model skin problem

Post by milasudril »

Enjay wrote:From memory, the model itself was just a simple rectangular door-like shape lying flat on the ground - is that how it is meant to be?


Yes it is just such a shape. It is a horizontal sliding door that covers an attic.
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chopkinsca
Posts: 183
Joined: Thu Dec 29, 2005 8:09

Re: Model skin problem

Post by chopkinsca »

It's been a while since I exported a .md3 from Blender 2.6. I remember that you have to create a custom field for the object and name it something. What to name it; I forget.

I do know I found the answer at this site:
http://www.blenderartists.org/forum/
milasudril
Posts: 64
Joined: Fri May 15, 2009 17:21

Re: Model skin problem

Post by milasudril »

chopkinsca wrote:It's been a while since I exported a .md3 from Blender 2.6. I remember that you have to create a custom field for the object and name it something. What to name it; I forget.

I do know I found the answer at this site:
http://www.blenderartists.org/forum/
I have found that I need to create a custom field named md3shader and assign it the name of my texture. However, when I do this, the exporter claims about index out of bounds in active uvmap which indicates that I did not correctly set up my uvmap. Any more ideas?
milasudril
Posts: 64
Joined: Fri May 15, 2009 17:21

Re: Model skin problem

Post by milasudril »

Finally, I have found that I used an exporter for an old version. Therefore I claim my problem solved.
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