hi
I bad at English
i'm new here i wish to help me
i work in GtkRadiant 1.5 . I import md3 models by misc - misc modle .
I couldn't texture my md3 model at appear with (shader not found) word with red and blue squares
can any one help me to texture md3 models
and
can help me about making light map by GtkRadiant
i need help in GtkRadiant 1.5
Re: i need help in GtkRadiant 1.5
What's your native language? There might be someone here who speaks it, and can help you more easily.
Learning technical things in a new language is always difficult...
Learning technical things in a new language is always difficult...
Re: i need help in GtkRadiant 1.5
thank i can read english
Re: i need help in GtkRadiant 1.5
You may want to start from the beginning and explain exactly what you are trying to do and exactly what you have done so far. I can't begin to guess at the problem unless I know exactly what you are doing. I shouldn't be asking you more questions than you are asking me. You can start by explaining some of these:
1) What game are you creating a map for? Quake 3?
2) Did you install the appropriate gamepacks for GtkRadiant?
3) Did you create your own MD3 models?
3a) If yes, what modeling program did you use?
3b) If yes, how did you export/convert the model from your modeling program to MD3?
3c) If no, what model are you trying to import? Is it a stock Quake 3 model?
4) Can you import an ASE model instead?
To render lightmaps, you will need at least one lightsource (point light, shader lights, sky lights), a spawn point, a non-leaking map, and you need Q3Map2 to compile your .map into a .bsp with the -light switch on.
1) What game are you creating a map for? Quake 3?
2) Did you install the appropriate gamepacks for GtkRadiant?
3) Did you create your own MD3 models?
3a) If yes, what modeling program did you use?
3b) If yes, how did you export/convert the model from your modeling program to MD3?
3c) If no, what model are you trying to import? Is it a stock Quake 3 model?
4) Can you import an ASE model instead?
To render lightmaps, you will need at least one lightsource (point light, shader lights, sky lights), a spawn point, a non-leaking map, and you need Q3Map2 to compile your .map into a .bsp with the -light switch on.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Re: i need help in GtkRadiant 1.5
Also, http://www.katsbits.com specializes in dealing with models in Quake 3 based engines. There are a ton of tutorials over there that deal specifically with texturing models and getting them into the game.
Don't mean to seem like I'm trying to pull traffic away from Q3W but it seems like the site would cover exactly what he appears to be looking for.
Don't mean to seem like I'm trying to pull traffic away from Q3W but it seems like the site would cover exactly what he appears to be looking for.
Re: i need help in GtkRadiant 1.5
i working with irrlicht engine i work on GtkRadiant to make level for game
i exort simple model from 3ds max by md3 exporter
i put the texture in textures folder in Quake III Arena\baseq3\textures
i couldn't see my md3 model with his txture
i exort simple model from 3ds max by md3 exporter
i put the texture in textures folder in Quake III Arena\baseq3\textures
i couldn't see my md3 model with his txture
Re: i need help in GtkRadiant 1.5
http://www.quake3world.com/ubb/Archives ... 26044.html?
Scroll down about halfway until you see my post with all the screenshots. Pay careful attention to the steps involving the material editor. Even though 3ds Max knows where your textures are, Radiant and Q3Map2 do not, they read the files differently, so you have to explicitly specify the texture's exact location.
Scroll down about halfway until you see my post with all the screenshots. Pay careful attention to the steps involving the material editor. Even though 3ds Max knows where your textures are, Radiant and Q3Map2 do not, they read the files differently, so you have to explicitly specify the texture's exact location.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]