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3 Dimensional Chat / Quake 3 models and maps -- do they REALLY work?

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Man With Beard
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Posted: 7th Feb 2004 13:58
After much fiddling about, I managed to figure out how to load a Q3 MD3 model, but it appears that all its textures are ignored, and that the animations are totally b0rken -- the body, legs, and head flip upside down, spin around erratically, making the model look like it's having some sort of seizure.

I haven't even ATTEMPTED to load a map yet, and as there appears to be no documentation whatsoever to explain how the various formats are actually handled (HL maps, Q2 and Q3 maps and models, etc.) I'm reluctant to waste hours of my life attempting to sort it out by trial and error, so I'm hoping some kind soul has done the hard work for me, and can point me towards a tutorial or some sample code. As I bought DBPro on the strength of MD3 support, if I can't get it working properly I'm going to have to return it!
AlecM
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Posted: 8th Feb 2004 04:48
sort of. Thats the best i can tell you.
I have seen people who it has worked for and others it has not. I dont know if some people are making some mistakes or if its picky about which maps it takes.

bitechu
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Posted: 8th Feb 2004 06:09
DBPro can load Q3 maps....takes a bit of tweaking to position the camera in the level but they load and work...heres a shot from one of my Quake levels in DBPro. The flames from the torches look cool...the sky is kinda borked though.



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Arc
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Posted: 8th Feb 2004 07:43
q3 maps do work, also models formats sayn in feature list.

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MikeS
Retired Moderator
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Posted: 8th Feb 2004 07:52
I havn't had trouble with any of the model formats with DBP really. You just have to play around with the export settings, and that's about it. (Possibly work with Deep Exploration to convert models)

Havn't tried Q3 maps though, cause I don't have Q3. Later on, I may try to download one and see how it turns out though.

Hope that sorta anwsers your question Man With Beard.



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ifman1
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Posted: 9th Feb 2004 03:19
is Borked a technical term? I like that.... "borked"!
Hamish McHaggis
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Posted: 9th Feb 2004 17:22
Cool! Are the flames animated planes or particles? Are they included in the format or did you make them?

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bitechu
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Posted: 9th Feb 2004 18:37 Edited at: 9th Feb 2004 19:22
The flames look like brushes that have animated textures from what I can tell(entities?)...I load the level and they work just like in game. Really cool...the sky is animated as well but the multi texture effect in DBPro looks.....hehe borked.

Here's how they look in the editor


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Man With Beard
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Posted: 10th Feb 2004 11:12
It sort of answers my questions, yellow. The thing is, though, I'm using straight-out-of-the-box Q3 models, as supplied with Q3. All I did was extract them from the PK3 files with WinZip, and load them in to DBPro. Having had some difficulties with .X files (if the documentation had mentioned that textures must be in BMP format, I'd have saved a lot of time!) I'm fast approaching the point where I throw in the towel, return DBPro, and go back to using C++ and OpenGL. It may have been more complicated, but at least it's well documented and does what it claims with no mucking about!

Sorry, I'm bitter and twisted!
bitechu
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Posted: 10th Feb 2004 16:29 Edited at: 10th Feb 2004 16:29
From what I can tell .md3's will not load using "load object"..... the .md3 file has to be compiled with the .map file....as part of the level itself to load as .md3. If you convert the .md3 to .x it loads using "load object".

I loaded the gargoyle model in the above level screenshot in Milkshape....textured it and converted it as DitectX(JT) and it loaded in DBPro. The player characters are modelled in three pieces (head,upper,lower) and probably will not work properly "as is".

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Man With Beard
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Posted: 10th Feb 2004 19:25
You can load an MD3 directly -- if the "head.md3", "body.md3" and "legs.md3" objects and associated textures are in a folder called, for example, "marine", then load object "marine.md3",1 will load it. (Yes, you have to put the .md3 on the folder name. I only discovered this by sheer accident!) However, as it doesn't work properly once loaded it's sort of moot.

Due to the nature of the game we're working on compiling the models into the map isn't really an option, and as most of our characters have already been created in MD3 format from a previous attempt we're loathe to covert or remodel them all...
james1980
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Posted: 11th Feb 2004 06:01 Edited at: 11th Feb 2004 06:01
i convert the maps to .x they run better..
BearCDPOLD
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Posted: 13th Feb 2004 05:50
I've used gmax and tempest to make models, and the problem I found with converting md3 to .x is that .md3s do not save animation.

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AlecM
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Posted: 13th Feb 2004 07:38
I think there is a .x exporter for gmax that was packaged with msflight sim (2003?) it might be up on there site for download.

MaTt0344
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Posted: 15th Feb 2004 01:43
Do you think you could find where the file is? I am looking for it and if I find it I will post it but if anyone else knows where to get it then please let me know.
AlecM
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Posted: 15th Feb 2004 01:45
I will take a look. Give me a bit. It might only be packeged on the CD, but I would guess they have it for download on there website.

MaTt0344
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Posted: 15th Feb 2004 03:10
Ok if you have the cd and it is only on the cd could you maybe email the file to me?
bitechu
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Posted: 15th Feb 2004 03:14 Edited at: 15th Feb 2004 03:38
I got MSFS2002 and it has a file named FSModelExp.dle in the gmaxplugins folder.

If it will help you can grab it here
http://home.comcast.net/~r_monaco/FSModelExp.dle

edit:The above file exports to .mdl or .bgl.

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