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TheDude's Avatar
Old (#1)
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?
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KDR_11k's Avatar
Old (#2)
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.
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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TheDude's Avatar
Old (#3)
I can make the 3D object most any format except MD3, what is supported in Quake 3?
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MoP's Avatar
Old (#4)
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 [img]/images/graemlins/smile.gif[/img]
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TheDude's Avatar
Old (#5)
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
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TheDude's Avatar
Old (#6)
not a very readable format, maybe if I assign a texture in poser to a texture in quake 3 it might work
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lkraan's Avatar
Old (#7)
If you have a decent Mac then you can run a Windows (95/9 emulator and then NPherno's MD3 compiler.
But I have no clue how much of a hassle it is to set that up.
Offline , polygon, 611 Posts, Join Date Oct 2004, Location Netherlands  
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CheapAlert's Avatar
Old (#8)
Poser? Are you trying to get a crazy 120,000+ polygon model into q3a?
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KDR_11k's Avatar
Old (#9)
Apparently there's an md3 exporter for Blender (use Google) and Blender works on Macs.
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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CheapAlert's Avatar
Old (#10)
Actually I only could find an md3 importer for blender, and bob's site seems to be down for me

http://www.planetgargoyle.com/blender/
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KDR_11k's Avatar
Old (#11)
Then your Google skills are deficient.
http://www.elysiun.com/forum/viewtopic.php?p=306241
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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TheDude's Avatar
Old (#12)
thank you so much, I knew about blender but I had no idea it could export, thanks man.
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TheDude's Avatar
Old (#13)
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.
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KDR_11k's Avatar
Old (#14)
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.
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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