efx@Posted: Mon Sep 18, 2006 4:55 am    Post subject: Animated mesh lacks texture.: I've created a simple animated mesh in max that I've exported into quake 4.
Against all odds it actually moves fine but I can't get the texture on it. I've uvmapped it and everything and it looks ok in max but for some reason it won't show up in the game. I've gone through the .md5mesh file and edited every shader line to point towards the material I want it to use but to no avail. This material path should work because I've used it on static models with no problems whatsoever.

Here's the mesh file.

Code:
MD5Version 10
commandline ""

numJoints 7
numMeshes 6

joints {
   "Bone01"   -1 ( 0.0000000311 0.7124859809 135.8669891357 ) ( -0.7067728996 0.0217263793 0.7067728996 )      //
   "Bone02"   0 ( -0.0000000519 -1.1877516555 104.9881286621 ) ( 0.7060820579 0.0380558204 -0.7060820579 )      // Bone01
   "Bone03"   1 ( 0.0000000311 0.7124233245 87.4112319946 ) ( -0.7069762229 0.0135896182 0.7069762229 )      // Bone02
   "Bone04"   2 ( -0.0000000103 -0.2376322507 62.7078590393 ) ( 0.7070590019 0.0082205266 -0.7070590019 )      // Bone03
   "Bone05"   3 ( 0.0000000103 0.2374265432 42.2802963256 ) ( -0.7069067001 0.0168215169 0.7069067001 )      // Bone04
   "Bone06"   4 ( -0.0000000311 -0.7126832485 22.3279457092 ) ( -0.7071067810 0.0000001056 0.7071067810 )      // Bone05
   "Bone07"   5 ( -0.0000000311 -0.7126866340 2.3753147125 ) ( -0.7071067810 0.0000001056 0.7071067810 )      // Bone06
}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 10
   vert 0 ( 0.0000000000 0.4957070350 ) 0 1
   vert 1 ( 0.1239267587 0.4957070350 ) 1 1
   vert 2 ( 0.1239267587 0.3717802762 ) 2 1
   vert 3 ( 0.0000000000 0.3717802762 ) 3 1
   vert 4 ( 0.2478535175 0.4957070350 ) 4 1
   vert 5 ( 0.2478535175 0.3717802762 ) 5 1
   vert 6 ( 0.3717802762 0.4957070350 ) 6 1
   vert 7 ( 0.3717802762 0.3717802762 ) 7 1
   vert 8 ( 0.4957070350 0.4957070350 ) 8 1
   vert 9 ( 0.4957070350 0.3717802762 ) 9 1

   numtris 8
   tri 0 0 2 1
   tri 1 2 0 3
   tri 2 1 5 4
   tri 3 5 1 2
   tri 4 4 7 6
   tri 5 7 4 5
   tri 6 6 9 8
   tri 7 9 6 7

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   weight 9 6 1.0000000000 ( 2.3752980232 -64.7126846313 -15.9999971389 )
}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 10
   vert 0 ( 0.4957069873 0.3631944179 ) 0 1
   vert 1 ( 0.4957069873 0.2392676353 ) 1 1
   vert 2 ( 0.3717802524 0.2392676353 ) 2 1
   vert 3 ( 0.3717802524 0.3631944179 ) 3 1
   vert 4 ( 0.2478534698 0.2392676353 ) 4 1
   vert 5 ( 0.2478534698 0.3631944179 ) 5 1
   vert 6 ( 0.1239267706 0.2392676353 ) 6 1
   vert 7 ( 0.1239267706 0.3631944179 ) 7 1
   vert 8 ( 0.0000000000 0.2392676353 ) 8 1
   vert 9 ( 0.0000000000 0.3631944179 ) 9 1

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   tri 1 2 0 3
   tri 2 3 4 2
   tri 3 4 3 5
   tri 4 5 6 4
   tri 5 6 5 7
   tri 6 7 8 6
   tri 7 8 7 9

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}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 14
   vert 0 ( 0.4957070350 0.2306817770 ) 0 1
   vert 1 ( 0.4957070350 0.1067550182 ) 1 1
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   vert 13 ( 0.0000000000 0.2306817770 ) 13 1

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   tri 2 3 4 2
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}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

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mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

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mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

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}


Any ideas guys because I'm totally stumped here.

Thank you in advance,

efx



elusive@Posted: Mon Sep 18, 2006 9:25 am    Post subject: : Hm try to change the shader path from this
"D:\games\quake4\q4base\textures\efx\rockBlend_2"

To this:
"textures/efx/rockBlend_2"

It's the way how Doom 3 handles the shader paths for md5meshes
_________________
Doom 3 mod "Reca|| To He||"
recalltohell.d3files.com



efx@Posted: Mon Sep 18, 2006 4:37 pm    Post subject: : hmm, that did it thanks. I thought the original way would work since it works for static models.

But no harm, thanks again Smile
_________________
I love the caulk



efx@Posted: Mon Sep 18, 2006 4:55 am    Post subject: Animated mesh lacks texture.: I've created a simple animated mesh in max that I've exported into quake 4.
Against all odds it actually moves fine but I can't get the texture on it. I've uvmapped it and everything and it looks ok in max but for some reason it won't show up in the game. I've gone through the .md5mesh file and edited every shader line to point towards the material I want it to use but to no avail. This material path should work because I've used it on static models with no problems whatsoever.

Here's the mesh file.

Code:
MD5Version 10
commandline ""

numJoints 7
numMeshes 6

joints {
   "Bone01"   -1 ( 0.0000000311 0.7124859809 135.8669891357 ) ( -0.7067728996 0.0217263793 0.7067728996 )      //
   "Bone02"   0 ( -0.0000000519 -1.1877516555 104.9881286621 ) ( 0.7060820579 0.0380558204 -0.7060820579 )      // Bone01
   "Bone03"   1 ( 0.0000000311 0.7124233245 87.4112319946 ) ( -0.7069762229 0.0135896182 0.7069762229 )      // Bone02
   "Bone04"   2 ( -0.0000000103 -0.2376322507 62.7078590393 ) ( 0.7070590019 0.0082205266 -0.7070590019 )      // Bone03
   "Bone05"   3 ( 0.0000000103 0.2374265432 42.2802963256 ) ( -0.7069067001 0.0168215169 0.7069067001 )      // Bone04
   "Bone06"   4 ( -0.0000000311 -0.7126832485 22.3279457092 ) ( -0.7071067810 0.0000001056 0.7071067810 )      // Bone05
   "Bone07"   5 ( -0.0000000311 -0.7126866340 2.3753147125 ) ( -0.7071067810 0.0000001056 0.7071067810 )      // Bone06
}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 10
   vert 0 ( 0.0000000000 0.4957070350 ) 0 1
   vert 1 ( 0.1239267587 0.4957070350 ) 1 1
   vert 2 ( 0.1239267587 0.3717802762 ) 2 1
   vert 3 ( 0.0000000000 0.3717802762 ) 3 1
   vert 4 ( 0.2478535175 0.4957070350 ) 4 1
   vert 5 ( 0.2478535175 0.3717802762 ) 5 1
   vert 6 ( 0.3717802762 0.4957070350 ) 6 1
   vert 7 ( 0.3717802762 0.3717802762 ) 7 1
   vert 8 ( 0.4957070350 0.4957070350 ) 8 1
   vert 9 ( 0.4957070350 0.3717802762 ) 9 1

   numtris 8
   tri 0 0 2 1
   tri 1 2 0 3
   tri 2 1 5 4
   tri 3 5 1 2
   tri 4 4 7 6
   tri 5 7 4 5
   tri 6 6 9 8
   tri 7 9 6 7

   numweights 10
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   weight 9 6 1.0000000000 ( 2.3752980232 -64.7126846313 -15.9999971389 )
}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 10
   vert 0 ( 0.4957069873 0.3631944179 ) 0 1
   vert 1 ( 0.4957069873 0.2392676353 ) 1 1
   vert 2 ( 0.3717802524 0.2392676353 ) 2 1
   vert 3 ( 0.3717802524 0.3631944179 ) 3 1
   vert 4 ( 0.2478534698 0.2392676353 ) 4 1
   vert 5 ( 0.2478534698 0.3631944179 ) 5 1
   vert 6 ( 0.1239267706 0.2392676353 ) 6 1
   vert 7 ( 0.1239267706 0.3631944179 ) 7 1
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   vert 9 ( 0.0000000000 0.3631944179 ) 9 1

   numtris 8
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   tri 2 3 4 2
   tri 3 4 3 5
   tri 4 5 6 4
   tri 5 6 5 7
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   tri 7 8 7 9

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}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 14
   vert 0 ( 0.4957070350 0.2306817770 ) 0 1
   vert 1 ( 0.4957070350 0.1067550182 ) 1 1
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}

mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

   numverts 35
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mesh {
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mesh {
   shader "D:\games\quake4\q4base\textures\efx\rockBlend_2"

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}


Any ideas guys because I'm totally stumped here.

Thank you in advance,

efx



elusive@Posted: Mon Sep 18, 2006 9:25 am    Post subject: : Hm try to change the shader path from this
"D:\games\quake4\q4base\textures\efx\rockBlend_2"

To this:
"textures/efx/rockBlend_2"

It's the way how Doom 3 handles the shader paths for md5meshes
_________________
Doom 3 mod "Reca|| To He||"
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efx@Posted: Mon Sep 18, 2006 4:37 pm    Post subject: : hmm, that did it thanks. I thought the original way would work since it works for static models.

But no harm, thanks again Smile
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I love the caulk