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Does anyone know Md3 repository sites or etc?  "converting stuff to md3 with Blender just wont display ingame."

User is offline   Zaxtor 

#1

Like a site that has lots of MD3 stuff.
I'm mainly looking for plants models etc.

I tried downloading other version, converting obj to md3 with blender v 2.7s but they wont show in Duke.
the def doesn't give any error, is like the sprite is invisible.
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User is offline   blizzart 

#2

There was that Black Rayne Studios site with tons of models. Unfortunately the site is down for quiet some time now.
I recently found some Russian RTCW forums where many models converted to md3 where posted (mainly WW2 vehicles but also a lot of plants and stuff). I can´t remember the name right now, but I can look for it tomorrow.

I know I downloaded neaarly everything from that sites. If you can wait until monday/tuesday, I can upload everything I can find on my HDD somewhere.
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User is online   Mark 

#3

I don't use Blender but I know certain versions of it have a fussy exporter for md3. It might have something to do with checking a box or button to save UVs when exporting. Someone who runs Blender should know.

Finding models in md3 is getting harder every year. There is a program called Noesis that is easy to use and does a good job most of the time in converting model formats.
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User is offline   Zaxtor 

#4

Ill check the Noesis thing.

The software MD3Compile reads the converted file well tho
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User is online   Mark 

#5

Yeah, Npherno ( MD3Compile ) will work if the original model is in OBJ format which is very common.

This post has been edited by Mark.: 01 March 2018 - 04:40 PM

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User is offline   blizzart 

#6

I found these two sites with md3 downloads:

https://ioquake3.org/extras/models/

http://www.thewolfte...egories/models/

I have packed most of the dowloads of the second link into this zip-archive:

files.der-jensemann.de/duke/models/md3-models.zip

The models by Black Rayne:
files.der-jensemann.de/duke/models/black-rayne.zip

And there was that EDuke32 mod calles "Irany Ghetto" which used a lot of models. IIRC there were plant models too:
files.der-jensemann.de/duke/models/IG.rar

This post has been edited by blizzart: 03 March 2018 - 02:00 PM

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User is offline   Zaxtor 

#7

Nice stuff.
Also was wondering why the Duke grp file was like over 333mb.
is actually a mod, looks damn nice etc.

PS
the stuff inside the md3-models are free to be used for other mods etc?

This post has been edited by Zaxtor: 05 March 2018 - 02:18 PM

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User is offline   blizzart 

#8

View PostZaxtor, on 05 March 2018 - 02:15 PM, said:


PS
the stuff inside the md3-models are free to be used for other mods etc?


Those models are from a Return to Castle Wolfenstein modding forum. I don´t think that anybody cares if they get used in other mods.
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User is offline   Zaxtor 

#9

I got them working.
Example Model has let say for a plant, has 12 surfaces (leaves) and 1 for branch (13 total)
problem is leaves has one side , other side doesn't exist.
So what do we do?

Model code is.

model "custom/tropbush.md3" {
scale 1 shade 8
skin { pal 0 surface 0 file "custom/trtrrb.jpg" }
skin { pal 0 surface 1 file "custom/tropbusha.tga" }
skin { pal 0 surface 2 file "custom/tropbusha.tga" }
skin { pal 0 surface 3 file "custom/tropbusha.tga" }
skin { pal 0 surface 4 file "custom/tropbusha.tga" }
skin { pal 0 surface 5 file "custom/tropbusha.tga" }
skin { pal 0 surface 6 file "custom/tropbusha.tga" }
skin { pal 0 surface 7 file "custom/tropbusha.tga" }
skin { pal 0 surface 8 file "custom/tropbusha.tga" }
skin { pal 0 surface 9 file "custom/tropbusha.tga" }
skin { pal 0 surface 10 file "custom/tropbusha.tga" }
skin { pal 0 surface 11 file "custom/tropbusha.tga" }
skin { pal 0 surface 12 file "custom/tropbusha.tga" }
frame { name "(from 3DSMax)" tile 19793 }


I checked the file with MD3Compile.exe
It has 2 pic files, tropbusha.tga (leaf) and trtrrb.jpg (trunk)
Trunk works fine.
leaf has only 1 side.

Attached thumbnail(s)

  • Attached Image: 1_sided_leaf_plant.jpg


This post has been edited by Zaxtor: 06 March 2018 - 12:59 PM

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User is offline   Zaxtor 

#10

Stuff of the plant.

Attached File(s)


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User is online   Mark 

#11

Whoever made that model goofed up. See if this looks any better. All the leaves planes of the model were visible from the inside. I flipped them to be visible from the outside. I also combined the 11 leaves groups into one so all you need in the defs is surface 0 and 1.You can convert the tga to png for a way smaller file size too.

Change the frame name to none00. That is the default name my program uses.

Attached File(s)



This post has been edited by Mark.: 06 March 2018 - 01:43 PM

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User is offline   Zaxtor 

#12

Leaf still shows 1 sided.

The merged 12 into 1 works.
Changing the tga into png will make green surrounding around the leaf.

When I saved tga to png, adobe gave a warning (thing not completely saved and asks to save yes or no etc.
So probably around leaf May have to manually crop the green into transparency.
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User is online   Mark 

#13

try this png. In converting there should be a transparency option to checkmark or adjust. A lot of trees are made with one sided planes because the leaves are all above the player so you don't notice they are one sided. Since yours are so small you notice it.

Attached thumbnail(s)

  • Attached Image: tropbusha.png


This post has been edited by Mark.: 06 March 2018 - 02:12 PM

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User is offline   Zaxtor 

#14

Guess the 1 sided leaf tree are designed for being tall/big
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User is offline   MC84 

#15

Was a solution ever found for this? I'm having the exact same issue; ie custom blender models that I export to .md3 don't show up in-game... however other .md3s (not made by me) work fine..
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User is offline   Tea Monster 

  • Polymancer

#16

For future reference, there is Sitter's site: http://www.md2.sitte...s.nl/models.htm MD2 rather than MD3, but for static objects, it shouldn't be a problem.

Post the MD3, blend and the def file and we'll have a look.

The most common mistake is that the frame names of your model don't match up with what your def file says they should be.

This post has been edited by Tea Monster: 16 January 2019 - 02:32 AM

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User is offline   MC84 

#17

View PostTea Monster, on 16 January 2019 - 02:25 AM, said:

Post the MD3, blend and the def file and we'll have a look.

The most common mistake is that the frame names of your model don't match up with what your def file says they should be.


Thanks for offering to take a look, however when I try to attach my .blend file to this post I get an error message "You aren't permitted to upload this kind of file"

Can I send the files to your email address?
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User is offline   Tea Monster 

  • Polymancer

#18

You can zip them. You can send them to my email, but then Mark won't be able to see them.
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User is offline   MC84 

#19

View PostTea Monster, on 17 January 2019 - 12:25 AM, said:

You can zip them. You can send them to my email, but then Mark won't be able to see them.


Great - so the zip contains the .blend, .md3 and .png file; the def code contains the following;

// statue_fist (8222)
model "MODELS/statue_fist/statue_fist.md3"
{
  scale 1 shade 11
  skin { pal 0 file "MODELS/statue_fist/statue_fist.png" }

  anim { frame0 "idle01" frame1 "idle01" fps 0 flags 0 }
  frame { name "idle01" tile0 8222 tile1 8222 }
}

Attached File(s)


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User is online   Mark 

#20

TM guessed correctly. The internal name of the model is frame1, not idle01

This post has been edited by Mark: 17 January 2019 - 06:41 AM

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User is offline   MC84 

#21

View PostMark, on 17 January 2019 - 06:10 AM, said:

TM guessed correctly. The internal name of the model is frame1, not idle01


Thanks guys - my model is now displayed in game. Appreciate your help
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User is offline   MexMeRcUrY 

#22

Hi Guys, I'm new on modeling and Modding im doing my first test attempt and Im having the issue Tea Monster mentions . I'm using Maverick Model 3D https://clover.moe/mm3d/

Error:
Invalid frame name on line models/pickups/pickups.def:55
Removing model 8 due to errors.


How and where do I see the Frame name of my model to be able to put the right name in the .def ?

Attached File(s)



This post has been edited by MexMeRcUrY: 26 June 2021 - 11:58 PM

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User is online   Mark 

#23

If you save with that program it has default frame names of none00 for static models and AnimFrames00 for animated models.
If those don't work, there is a program called Npherno that will show the frame name of the model. After you load the model into the program, make sure it is in full screen mode. The line 2nd from the bottom will show the frame name.

This post has been edited by Mark: 27 June 2021 - 04:00 AM

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User is offline   MexMeRcUrY 

#24

View PostMark, on 27 June 2021 - 03:59 AM, said:

If you save with that program it has default frame names of none00 for static models and AnimFrames00 for animated models.
If those don't work, there is a program called Npherno that will show the frame name of the model. After you load the model into the program, make sure it is in full screen mode. The line 2nd from the bottom will show the frame name.


that worked, THANK YOU very very much for the quick response Mark!!

This post has been edited by MexMeRcUrY: 27 June 2021 - 07:16 AM

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User is online   Mark 

#25

Glad I could help.
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User is online   Danukem 

  • Duke Plus Developer

#26

blizzart's link to a black rayne model archive from 2018 throws a 404 now, but those models have been preserved at Mod DB as a Doom mod:

https://www.moddb.co...ckrayne-studios
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User is online   Mark 

#27

Thanks. I have them in scattered zips and some in projects. Now I have them all together.
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User is offline   MexMeRcUrY 

#28

View PostMark, on 27 June 2021 - 03:59 AM, said:

If you save with that program it has default frame names of none00 for static models and AnimFrames00 for animated models.
If those don't work, there is a program called Npherno that will show the frame name of the model. After you load the model into the program, make sure it is in full screen mode. The line 2nd from the bottom will show the frame name.


after a lot of research and downlod of programs that did not work finally I found the Nphernos's compiler you suggested and I am shareing the link in case someone else reads this post and needs it:

Npherno's MD3 Compiler & MD3 Viewer Download link:

https://www.wolffile...lebase&fid=1856
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