Re: How to use QDATA


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Posted by kray-zee on January 26, 1998 at 11:28:58:

In Reply to: Re: How to use QDATA posted by ACyLum on January 25, 1998 at 05:43:06:

: : I have read the tutorial pages and thought they were
: : really good except for the last bit on converting the
: : 3ds frames to an MD2.
: : How do you make the skin before you convert it to an
: : MD2 (do you even need too?) since QDATA says skin.lbm
: : doesnt exist, and PSP cant save to the correct LBM
: : format!?
: : Also it asks for the base.3ds, i know this could be
: : called anything but should the base.3ds be in the
: : frames list and does QDATA automatically find the
: : frames depending on the name you specify in the base
: : part, or as parms from the frames list??

: : One more thing, where can I find info on creating
: : weapon models, since i have looked everywhere and
: : cant find a thing.

: : Thanks Heaps

: : Dan.

: For your skin problem ;)
: I usually leave out the line in the .qgr
: $skin skin

: Qdata seems to run fine without that line and you don't get the error message for .lbm

: The MD2 file that gets created, however, won't have a skin file - so I use the quake2 modeller from Phillip Martin - to load in the MD2 file and put on the skin there. To do that, hit the FACES button at the bottom of the screen, then hit the SELECT button. Select all the vertices, then on the menu bar, choose view...skin. In the skin editor, hit edit, add new skin. Click on FILE...Import..skin image to load your .PCX skin. Now save the MD2 and that's it! Kinda long, but it works for me - besides it allows me to edit the texture map coordinates.


leaving out the $skin skin line won't work if you want to make a weapon md2. since the weapon.md2 and tris.md2 are in the same directory, you need to specify a skin for the weapon to use, or else you'll get null skin errors, and the weapon model won't be drawn, except in gl, but it will have a red skin. to get the .lbm, i use texmake. just put the base.3ds in the texmake dir, and type this from a dos prompt: texmake base.3ds and bingo you have a base.lbm. after you compile it in qdata, you will get a base.pcx that you can edit in paint shop pro. for weapn models, the line $skin players//weapon worked for me. this script should be saved as with .grb as the extension, to let qdata know it doesn't go in a pak file.



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