“MDL” folder - models of weapons, grenade, rocket and spikes, converted from MD3 models to MDL of the “Dark Places” engine and adapted to the “QSS” engine. Added HD textures and a second version of spikes with a smaller hat.
“MD3” folder - models of weapons, grenade, rocket and spikes in MD3 format of the “Dark Places” engine and adapted to the “QSS” engine. Only HD textures and a second version of spikes with a smaller hat.
P.S.: It took a very long time to tinker with the conversion of the lightning gun model because of this, the geometry in motion suffered a little, but in the game it is not very visible, only on the bolts. The MD3 lightning gun model also had to be adjusted to the capabilities of the “QSS” engine to display lightning at the ends of the electrodes. For correct animation, an additional texture called “lighting” is needed. Please do not delete it.
Looking at the screenshots, I see slightly modified planes of the grenade edging. The UV map on the model is superimposed correctly except for one square in the upper left corner, but if you pull it into place and resave the model, the distortion of the geometry will be even greater.
To be honest, no model is converted from MD2/MD3/MD5 format to MDL format without damage or geometry modification by any program. Compare the models of monsters in MD5 and MDL format, and you will see the difference (one looks like a stone when moving, and the other is distorted like a candle flame), the same happens with any objects. Even if you manually correct the distorted geometry of the model in Blender, then when you save it again in MDL format, everything will get even worse. I’m powerless here.
In the “5S” system, which Toyota adopted from the USSR and adapted for itself, there is a wonderful rule: criticizing, offer.
P.S.: I use a Blender or Noesis. Or I combine both programs. Try, learn. Everything is in your hands.
It’s even easier with MD3 models than with MD5. If the texture has a name that is specified inside the model and is in the same folder with it, then the model will immediately connect the texture and only need to convert the model to MDL format, as indicated in the video. If the texture is not connected after conversion and the model is just white, then a different texture name is written inside the model. To find out, you can use the program “Npherno’s MD3 compiler”. Click the “Import Objects” button, select the desired model and you will see what the textures attached to it are actually called. Now all you have to do is rename them correctly so that they attach to the model when converting it to MDL format.
Hey Andrew, but updated models accept larger textures, so it’s an improvement. Thanks for explaining regarding connecting texture. Previously I tried dragging texture file over model in Noesis and texture did get applied over model. However model will never export with new texture (I used File > Export Preview). I will try your guide to get it going.