Custom weapon model texture not showing
#1
Hello, I've been trying to import my custom model from blender 2.78c to AC for the last few hours, but it always ends up with no texture. 

Idk what's wrong, UV is set, texture and material are set and importing it back to blender works with no issiues, but when I equip the weapon (carbine for testing) ingame, it's just grey

My .blend file:
https://www.dropbox.com/s/b2a4rvt71e5evn...blend?dl=0
My texture:
https://imgur.com/UEmMIhZ
My exporting plug-in:
https://github.com/neumond/blender-md3


INB4: Yes, I'm a noob to modding weapons in games
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#2
(Probably a fix)
I've copied the "packages\models\weapons\carbine" directory and saved my texture and model (in a .blend file) in it. Then, I've opened my .blend model and set up new material, texture and UVMap. After I was done with everything I saw that my texture's path was really long, so I've changed it to "//skin_weapon.jpg" (this means that the texture will be opened from my .blend file's directory), then saved the file and exported to .md3 and everything works just fine
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#3
(12 Aug 18, 03:53AM)kemoni221 Wrote: (Probably a fix)
I've copied the "packages\models\weapons\carbine" directory and saved my texture and model (in a .blend file) in it. Then, I've opened my .blend model and set up new material, texture and UVMap. After I was done with everything I saw that my texture's path was really long, so I've changed it to "//skin_weapon.jpg" (this means that the texture will be opened from my .blend file's directory), then saved the file and exported to .md3 and everything works just fine

You forgot the md3.cfg?
Open it in notepad and make links to your model/skin

Example

md3load tris.md3
md3skin weapon skin.jpg
md3skin hands skin_hands.jpg
md3emit tag_muzzle 10 50 100
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#4
(12 Aug 18, 03:58PM)|HP| Wrote:
(12 Aug 18, 03:53AM)kemoni221 Wrote: (Probably a fix)
I've copied the "packages\models\weapons\carbine" directory and saved my texture and model (in a .blend file) in it. Then, I've opened my .blend model and set up new material, texture and UVMap. After I was done with everything I saw that my texture's path was really long, so I've changed it to "//skin_weapon.jpg" (this means that the texture will be opened from my .blend file's directory), then saved the file and exported to .md3 and everything works just fine

You forgot the md3.cfg?
Open it in notepad and make links to your model/skin

Example

md3load tris.md3
md3skin weapon skin.jpg
md3skin hands skin_hands.jpg
md3emit tag_muzzle 10 50 100

I had everything linked in md3.cfg, but looks like md3 is a bit more complicated than a rock
When I made sure that before exporting there's only needed stuff in the model (ex. got rid of animations, frames, unused worlds, excessive materials and textures) and that everything is linked and unwrapped correctly it started to work
Thanks given by:
#5
(12 Aug 18, 04:06PM)kemoni221 Wrote:
(12 Aug 18, 03:58PM)|HP| Wrote:
(12 Aug 18, 03:53AM)kemoni221 Wrote: (Probably a fix)
I've copied the "packages\models\weapons\carbine" directory and saved my texture and model (in a .blend file) in it. Then, I've opened my .blend model and set up new material, texture and UVMap. After I was done with everything I saw that my texture's path was really long, so I've changed it to "//skin_weapon.jpg" (this means that the texture will be opened from my .blend file's directory), then saved the file and exported to .md3 and everything works just fine

You forgot the md3.cfg?
Open it in notepad and make links to your model/skin

Example

md3load tris.md3
md3skin weapon skin.jpg
md3skin hands skin_hands.jpg
md3emit tag_muzzle 10 50 100

I had everything linked in md3.cfg, but looks like md3 is a bit more complicated than a rock
When I made sure that before exporting there's only needed stuff in the model (ex. got rid of animations, frames, unused worlds, excessive materials and textures) and that everything is linked and unwrapped correctly it started to work

Idk it worked for me after first try, so it must have been something on export. Also, md3exporter splits edges based on uv seams! So....the less uvs you have, the less verts the exported model is going to have...so dont go crazy with the unwrap details.
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#6
(12 Aug 18, 01:34AM)kemoni221 Wrote: blender

Use misfit3d http://www.misfitcode.com/misfitmodel3d/
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