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Q3 skin problem...

KkKk
polycounter lvl 17
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KkKk polycounter lvl 17
Hi

I am trying to make my skin I made for Q3A to work...

I have read many turtorials and still can't get it to work.
I made skin for visor model and made everything like in turtorials but when I put .pk3 file which consist .tga/.skin files in baseq3 folder there is nothing...

If I put files(.tga/.skin, no .pk3) in normal folder in baseq3/models/players/visor I can chose model that I have created but when I start some map there is sarge instead my model...

dunno where is problem so maybe you could help me.

thnx

Replies

  • MoP
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    MoP polycounter lvl 18
    Moving thread to 2D/3D forum.

    What Zip program are you using to make your PK3 file? Sometimes I've found that files made using WinRAR aren't read properly by Quake3, and Winzip .PK3 files are ok.

    Also are you sure that your .pk3 has the paths preserved, so that the folder structure inside the .pk3 is the same as what you'd use under Baseq3?
  • KkKk
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    KkKk polycounter lvl 17
    I am using winzip

    I chosed "save full path name" when compressing files or something like that...

    folder strutcure inside is Program Files/Quake III Arena/baseq3/models/players/visor/...

    but it works when its normal folder and not .pk3 that is what I dont understand...
  • Valandar
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    Valandar polycounter lvl 18
    The folder structure should point to models/player/etc, and not start with Program Files.
  • MoP
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    MoP polycounter lvl 18
    yeah, to zip it with correct structure, you'll need to put the files all in just c:\models\players\visor then zip that and preserve folder structure.
  • KkKk
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    KkKk polycounter lvl 17
    thnx guys, it works now
  • KkKk
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    KkKk polycounter lvl 17
    I got another question.

    How can I make skin for gorre?
    I made same thing like with visor but I have put firemyskin.tga and firemyskin2.jpg in .pk3 file with c:\textures\sfx path but it doesnt work...
  • MoP
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    MoP polycounter lvl 18
    Not sure what you mean by that - Gorre is already a skin variation on the Visor model.
    Are you trying to make a new bot or an entirely new skin? If it's a new skin with animated fire and stuff, you'll need to use a shader (look up the path that gorre's .skin file points to, it'll be a shader listed in one of the files found in pak0.pk3 in a scripts subfolder).

    if you're making a skin for gorre, essentially you're just making another skin for visor but with a different shader.
  • KkKk
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    KkKk polycounter lvl 17
    I don't want to make bot...
    I know that gorre is variation of visor but I want to make new skin with that fire like gorre has...

    I'm sorry but I don't understand what do you mean.
    I was lookig at gorre's head/upper/lower . skin files and it looks exactly like visors(default), shaders weren't mentioned there so I don't know what I have to do...
    I have found shaders in /scripts/ folder but I don't know waht I have to do with shaders...
  • MoP
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    MoP polycounter lvl 18
    http://www.bpeers.com/software/q3ase/

    There is a free program for editing Quake 3 Shaders.
    You will need to learn how to use shaders if you want to make a fire effect like Gorre has.
    Basically it's simple code which points to some images and tells the game how to blend the textures.

    There are tutorials on that site I just linked you to.

    If you look at the example shaders shown in the scripts/ folder and read the tutorials, you should find out how to use shaders and set up textures to work with them. You'll need to use black + white maps in the alpha channel of a 32-bit TGA texture to blend textures together in the shader.
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