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furrycat's custom sabre tutorial


Exporting the model

Before you can export your MD3 model you must generate a .qc control file. Milkshape can do this automatically so just open the Tools menu and select Generate Control File from the Quake III Arena submenu.

Save the file as saber_w.qc and then load it into your favourite text editor to make a few last minute adjustments.

Hacking the control file

The finished file should look something like this (plus some extra comments added by Milkshape). I've highlighted the parts which you'll probably need to change in red:


$model "models/weapons2/saber/saber_w.md3"
$frames 1 1
$flags 0
$numskins 0

$tag "tag_flash"
$flags 0


$tag "tag_parent"
$flags 0


$mesh "saber_w"
$skin "models/weapons2/saber/saber.tga"
$flags 0


Note that depending on how many groups you've got in your model, you might have more than one skin. Furthermore, your texture file might not be called saber.tga. What's important is that the directory name it's in, models/weapons2/saber, is correct.

Exporting the MD3 file

The next step is to export an MD3 file. Milkshape's Export menu is where you'll find the Quake III Arena MD3 export option. Save the file as saber_w.md3 (ie the same name as your .qc file). Milkshape will complain if your .qc file is bogus. If it says nothing, you can proceed to the next step.

Load the model into MD3View

If you haven't already done so, create some directories under your game installation to hold your model. I installed Jedi Outcast into c:\games\jediknight2 so I created c:\games\jediknight2\GameData\base\models\weapons2\saber. Adjust this location to suit where your game is installed, then copy your MD3 file and textures to the new location.

Load up the MD3View tool from the SDK and open your MD3 file. You should see your sabre on screen. If MD3View complains about missing textures, make sure you're loading it from a subdirectory of your GameData\base directory!

Now to test the tags. Open the Tags menu. At the bottom you should see tag_parent and tag_flash. Click tag_flash and open up your MD3 again. What's happening is MD3View is prompting you to load the model you want to join to that tag. It's quicker to select your sabre than to browse all the way to the blade model - and more importantly you can check whether your tag is aligned correctly. If your tag is right, you should see this:

The sabre in MD3View

Notice how the new sabre sits on top of the first one at right-angles. This is what you're aiming for, although it doesn't matter too much if it's rotated just a little bit. The acid test comes in-game.

You can also open the parent tag and import the sabre again. This time you shouldn't see anything ... because if your tag is right then the attached sabre will overlay the existing one exactly!

Once you're happy, re-open the MD3 file (to lose the Siamese twin), choose Export as GLM (Ghoul 2) from the File menu and save your model as saber_w.glm. Then proceed to the final step.


Jump to a section

| intro | part 1: Loading the model into Milkshape | part 2: Creating tags | part 3: Exporting the model | part 4: Creating the mod |

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