Texturing And Compiling A Model

ZocZoc <?php echo "Hi there!"; ?> Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
<div class="IPBDescription">45° Pipe</div> after about 2 hours I could make this pipe...

all faces I made with the "counter-clockwise rule"... (I saw this on Milkshape3D Help <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)

but I got 2 problems...

1st) I can't add the texture right... Everytime looks weird...

2nd) How can I compile the smd to a mdl file to test, before trying to work with the texture?

I really got problems on this... plz.. help

I need this model to my map... and I can't make it directly on hammer (looks too much weird and gives vertex errors... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->)

Comments

  • PhyPhy Join Date: 2003-03-01 Member: 14163Members
    1.) Milkshae cylinders default to a skin mesh covering the entire texture. I would think that it would be easiest to work with that, just rescale it based on how much of the texture you want to use and the length of the different parts.

    2.) To get the model exported, you have to assaign all the verts to the bone (I'm assuming you already did this) and you have to have a texture, just a white or checkerboard texture will do. The texture HAS to be a 8-bit (256 color) bitmap. Export your model to smd (reference AND animation). Your going to have to create a qc file. If you need help with that you need to search the forum. I think theres a sticky that goes into begining modeling (I'm assuming that you havent modeled before).

    3.?) Sometimes worldcraft doesnt like quads with vertex mmanipulation, the whole coplanar side thing and it automatically 'tries' to match them up, perhaps if you build the structure out of tris instead of quads?
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