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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Sep 28, 2009 10:39 pm Post subject: Having a lot of difficulty :/ |

Recently made a very nice pistol model in 3ds Max 9. Can't get it to MDL. Can anybody help? I mean, I've tried literally everything. Tried 3ds Max -> SMD -> Milkshape -> MD3 -> Quark -> MDL but when I tried importing from Milkshape, certain vertices got unrigged off the model.
Jesus Christ it's impossible. HELP.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Sep 28, 2009 11:05 pm Post subject: |

There's an md2 plugin for max called QTip, but it only allows exports of models with tiny skins that you'll have to resize afterwards in qme or something. md2 > mdl is trivial, save in qme, load and resave in quark. _________________ Apathy Now!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Sep 28, 2009 11:22 pm Post subject: |

Unable to place all textures in specified skin size NOTE: This error is often caused by a texture being tiled excessively in a model resulting in necessity for a huge image. Go to http://www.qtipplugin.com/faq.htm for a complete explanation of this error.
FAQ doesn't tell me anything I wasn't already aware of and have tried.
oO Wtf mate, wtf.
EDIT: 64x64 works, eh, but I need 256x256. I'll figure something out. Major thanks.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Sep 28, 2009 11:50 pm Post subject: |

Yep, shrink the skin down to export, then resize it up again in qme. _________________ Apathy Now!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Sep 29, 2009 12:42 am Post subject: |

Well, this doesn't exactly work. When I export from QME 3.1, and chuck it in FitzQuake, it says the model number is <insert gigantic number here> and it should be 29. What.

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue Sep 29, 2009 1:04 am Post subject: |

29 ? You mean something like "BSP version is <number>,not 29" ? Well, you should never get such message with alias (.mdl) models, since default .mdl version is 6. _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Sep 29, 2009 1:20 am Post subject: |

frag.machine wrote:
29 ? You mean something like "BSP version is <number>,not 29" ?

Exactly my thoughts. It says LoadModBrush as well. However, it's not the brush model; it's quite obviously the alias model. In Darkplaces, it doesn't give the error, but it does replace the model with the diamond-shaped placeholder.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Tue Sep 29, 2009 1:27 am Post subject: |

For some reason qme's md2>mdl convertion is a bit bust. To fix it you have to export from qme as mdl, then load it in quark, then save as mdl, then load it back in qme to import the skin, then finally save as mdl again. Silly, but it works. _________________
Apathy Now!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Sep 29, 2009 1:31 am Post subject: |

MauveBib wrote:
For some reason qme's md2>mdl convertion is a bit bust. To fix it you have to export from qme as mdl, then load it in quark, then save as mdl, then load it back in qme to import the skin, then finally save as mdl again. Silly, but it works.

Now QME is giving me shit about a floating point overflow.
This is real fun and all, guys, but, you know, it's bullshit.
EDIT: Not to say I don't appreciate the help, I do, seriously. I understand that it's a whole project to get this working and many people have their own little methods. Just venting here, more or less.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Tue Sep 29, 2009 1:42 am Post subject: |

Try resizing the model without changing the view angle? Too large models are all I can think of that cause floating point errors in qme _________________ Apathy Now!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Sep 29, 2009 2:03 am Post subject: |

MauveBib wrote:
Try resizing the model without changing the view angle? Too large models are all I can think of that cause floating point errors in qme

It's definitely not too large.

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Sep 29, 2009 3:06 am Post subject: |

For a possible alternative try the blender model exporter mentioned in this thread here: http://forums.inside3d.com/viewtopic.php?t=1210 _________________ "Roboto suggests Plasma Bazooka."

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Sep 29, 2009 3:14 am Post subject: |

Find me a way to go Max to Blender without losing anything (UVMaps, animations, rigging, bones) and you got a deal.

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chris4268 Joined: 29 Sep 2009 Posts: 1 |

Posted: Tue Sep 29, 2009 3:28 am Post subject: |

Maybe you should try importing to Blender with different extensions, Mr.Breadsticks.

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Sep 29, 2009 3:31 am Post subject: |

Well 90% of that post makes very little sense to me but thanks anyway, mate. EDIT: Oh, do you mean extensions as far as different model formats? Yeah, I know that much, but very few preserve all aspects of the model including bones, uv, etc. Collada seems to be winning so far as far as supported features go, though.

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