View Full Version : Applying Textures to 3DS models
12-30-2004, 10:05 PM
I am working on a mac so I am pretty limited in my resources, but all I want to do is to apply a texture to an object from Poser (as a 3DS since there doesn't seem to be any MD3 conversion software out there for mac). All I want to do is to have it as a misc_model with a simple texture over it, how can I accomplish this?
12-31-2004, 03:24 AM
Well, do you mean in the 3ds file or in whatever software you're trying to use it in?
The 3ds file format is old and in need of a serious overhaul (read: deprecated), I'd suggest using another format if possible. Textures have to conform to the DOS 8.3 (8 chars name, a dot and three chars extension) format with 3ds. Apply a texture with an 8.3 name in your modeling app and export. If you need help with assuigning textures in your app I'd suggest reading the manual/helpfile/readme/whatever else came with the program.
12-31-2004, 02:35 PM
I can make the 3D object most any format except MD3, what is supported in Quake 3?
ASE format can be imported into Radiant I think. Don't think 3DS format can.
I'm sure there's a command-line application freely available from id software, which converts some formats to .MD3, but I can't remember it's name.
Look for NPherno's MD3 Compiler (it's in the Polycount Resources, Quake 3 section), it can load .3ds files and export to MD3.
Or you could always download the trial version of Milkshape, import your mesh into that (it supports a LOT of formats) and then Export the mesh from there to .MD3 format.
Oh, hmm. On a Mac, eh? I didn't even know Quake3 ran on Mac. I don't know if any of those apps will work then (I have never used a Mac, and don't know what their capabilities or limitations are)... Sorry! Good luck finding something. I'm sure there must be SOMETHING out there which does the job. Or find someone with a PC and borrow it /images/graemlins/smile.gif
12-31-2004, 07:26 PM
eh yeah, well I know that 3DS is importable, all I want to do is to assign a texture in the model to one in quake 3. I think i'm gonna try and find the path right in the file
12-31-2004, 08:09 PM
not a very readable format, maybe if I assign a texture in poser to a texture in quake 3 it might work
01-01-2005, 03:02 PM
If you have a decent Mac then you can run a Windows (95/98) emulator and then NPherno's MD3 compiler.
But I have no clue how much of a hassle it is to set that up.
01-01-2005, 03:14 PM
Poser? Are you trying to get a crazy 120,000+ polygon model into q3a?
01-02-2005, 12:39 AM
Apparently there's an md3 exporter for Blender (use Google) and Blender works on Macs.
01-02-2005, 01:33 AM
Actually I only could find an md3 importer for blender, and bob's site seems to be down for me
01-02-2005, 12:56 PM
Then your Google skills are deficient.
01-02-2005, 10:25 PM
thank you so much, I knew about blender but I had no idea it could export, thanks man.
01-03-2005, 02:21 PM
OK so now I have a full MD3 model but now it is a darkish blue in GTKRadiant, and bright white in quake 3, where do I go from there? btw, I accually am being a tricky bastard and using poser 2 models that already have a low polycount, they work alright.
01-04-2005, 08:35 AM
Hm, the exporter doesn't export any skins. You could only make a playermodel with it as those have their skin definitions in a separate file.
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