Enemy territory: Quake wars

Where is located .md5 meshes of vehicles? I only find files md5binary-format in pak000, but as I understand it’s not what I need.

You need to download the quake wars sdk, there is alot of .md5 in it.

Oh, okay. Thank you.

Oh, and where are located textures? :open_mouth:

Those are in the same paks as the correspodningmd5’s

I think, I’m idiot, but what is correspodningmd5? If you mean md5meshes, I find them in the “models” folder (in SDK). In the game packs I find only .dds textures with numbers in the name.
I find the file vehicles_gdf.mtr (can be open with Notepad++) and find this:


/**************************************************************
	GDF Titan
**************************************************************/

material models/vehicles/edf_titan/titan_cockpit
{
	surfaceType  "metal"
	renderbump -size 1024 1024 -aa 2 -colormap -clampoutput 0 0 1 1 models/vehicles/edf_titan/titan_cockpit_local.tga models/vehicles/edf_titan/dev_sd/titan_cockpit_high.lwo
	sort opaqueFirst

	{
		program	interaction/basic_detailwm
		diffusemap	picmip -1 partialLoad	models/vehicles/edf_titan/titan_cockpit_d.tga
		specularmap	picmip -2 partialLoad	models/vehicles/edf_titan/titan_cockpit_s.tga
		bumpmap		picmip -1 partialLoad 	models/vehicles/edf_titan/titan_cockpit_local.tga

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga
		detailMult	8,8,0,0
		detailWeightMap				models/vehicles/edf_titan/titan_cockpit_detailmask.tga
	}
}

material models/vehicles/edf_titan/titan
{
	surfaceType	"metal"
	occlusionQuery
	noshadows

	{
		program interaction/basic_detailwm
		diffusemap	picmip -1		models/vehicles/edf_titan/titan_d.tga
		specularmap	picmip -2		models/vehicles/edf_titan/titan_s.tga
		bumpmap		picmip -1		addnormals(models/vehicles/edf_titan/titan_l.tga, heightmap(models/vehicles/edf_titan/titan_h.tga, 4 ) )

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga

		detailMult	12,12,0.3,0.3
		detailWeightMap				models/vehicles/edf_titan/titan_detailmask.tga
	}
}

material models/vehicles/edf_titan/titan_arctic
{
	surfaceType	"metal"
	occlusionQuery
	noshadows

	{
		program interaction/basic_detailwm
		diffusemap	picmip -1		models/vehicles/edf_titan/titan_d_arctic.tga
		specularmap	picmip -2		models/vehicles/edf_titan/titan_s.tga
		bumpmap		picmip -1		addnormals(models/vehicles/edf_titan/titan_l.tga, heightmap(models/vehicles/edf_titan/titan_h.tga, 4 ) )

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga

		detailMult	12,12,0.3,0.3
		detailWeightMap				models/vehicles/edf_titan/titan_detailmask.tga
	}
}


material models/vehicles/edf_titan/titan_mk2
{
	surfaceType	"metal"
	occlusionQuery
	noshadows
	{
		program interaction/basic_detailwm
		diffusemap	picmip -1		models/vehicles/edf_titan/titan_mk2_d.tga
		specularmap	picmip -2		models/vehicles/edf_titan/titan_mk2_s.tga
		bumpmap		picmip -1		models/vehicles/edf_titan/titan_mk2_l.tga

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga

		detailMult	16,16,0,0
		detailWeightMap				models/vehicles/edf_titan/titan_detailmask.tga
	}
}

material models/vehicles/edf_titan/titan_mk2_arctic
{
	surfaceType	"metal"
	occlusionQuery
	noshadows
	{
		program interaction/basic_detailwm
		diffusemap	picmip -1		models/vehicles/edf_titan/titan_mk2_d_arctic.tga
		specularmap	picmip -2		models/vehicles/edf_titan/titan_mk2_s.tga
		bumpmap		picmip -1		models/vehicles/edf_titan/titan_mk2_l.tga

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga

		detailMult	16,16,0,0
		detailWeightMap				models/vehicles/edf_titan/titan_detailmask.tga
	}
}


material models/vehicles/edf_titan/titan_track_left
{
	surfaceType  "metal"
	noshadows

	{
		diffusemap	picmip -1		models/vehicles/gdf_mcp/mcp_tracks_d.tga
		specularmap	picmip -2		models/vehicles/gdf_mcp/mcp_tracks_s.tga
		bumpmap		picmip -1		models/vehicles/gdf_mcp/mcp_tracks_local.tga

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga

		detailMult	4,4,0,0

	textureMatrix diffuseMatrix {
		translate	0, parm9 * 0.0001
		scale 0.5, 0.3
		}

	textureMatrix specularMatrix {
		translate	0, parm9 * 0.0001
		scale 0.5, 0.3
		}

	textureMatrix bumpMatrix {
		translate	0, parm9 * 0.0001
		scale 0.5, 0.3
		}
	}
}

material models/vehicles/edf_titan/titan_track_right
{
	surfaceType  "metal"
	noshadows

	{
		diffusemap	picmip -1		models/vehicles/gdf_mcp/mcp_tracks_d.tga
		specularmap	picmip -2		models/vehicles/gdf_mcp/mcp_tracks_s.tga
		bumpmap		picmip -1		models/vehicles/gdf_mcp/mcp_tracks_local.tga

		diffuseDetailMap			textures/detail/bump/vehicle_detail01_d.tga
		bumpDetailMap				textures/detail/bump/vehicle_detail01_local.tga
		specDetailMap				textures/detail/bump/vehicle_detail01_d.tga

		detailMult	4,4,0,0

	textureMatrix diffuseMatrix {
		translate	0, parm10 * 0.0001
		scale 0.5, 0.3
		}

	textureMatrix specularMatrix {
		translate	0, parm10 * 0.0001
		scale 0.5, 0.3
		}

	textureMatrix bumpMatrix {
		translate	0, parm10 * 0.0001
		scale 0.5, 0.3
		}
	}
}


As you see, original textures have their own names and in tga-format. :frowning:

The texture are not located in the SDK, its those dds files with numbers as name.

Allright.
Compiled titan (tank) and bumblebee (helicopter) and get another problem - models (in mdl-format) see textures of some shit like miniguns, shadows and etc., but don’t want to use textures of their cases.:smithicide: Damn, what’s wrong with this models? Maybe it’s because models use two skins in game (simple and arctic)?

Then you manually apply them, and remove the shadow models, since those aren’t the main mesh.

You mean, apply them in the qc-file? Or in max?

And here the emo-titan!

It’s probably using more than one textures, how did you apply the mats then? or did you just imported the md5, and then exported it into smd?

I understand, that it’s using more than one textures. And yes, I just imported md5 and than export it into smd. In fact, when I worked with New Vegas models I used this way and there were no troubles with textures. Well, anyway, NV engine is more primitive than ET:QW. :confused:

Fallout does keep the correct names of the textures it is applied to. However, Quake or many other games, do not, you have to reapply them, because it’s using a different names on the textures or just isn’t applied at all.

The tank might be using 2-3 textures, so find out what parts goes on what as you apply on the 3d modeling program.

It’s because of the way Quake works with textures. The model does have it’s own texture ID’s and multiple UVW channels but in the end it has one collective material file (the MTR) which basically references all the textures.

Think of the MTR file as a VMT that holds multiple textures. FNV instead applies the textures directly to the model not using the same one colelctive texture format.

What you have to do is find those TGA textures - they are bound to be in one of the pack files in the correct folder structure. Just look around there’s like 20 pack files (quake 4 had about the ammount)

Once you have the textures, in max go into element or poly edit model, near the bottom just above smoothing group you have select by ID. Select the right ID, apply the texture, select the next ID and apply the next texture until your full model is correctly texture. Export only after that.

For the record the Shadow model you are talking about is, the collision mesh I believe. No reason not to use it yourself for the phy.:slight_smile:

Basically there’s 3 formats a texture can be applied to a model

a) Model>multiple UVW ID>One material file>assigns textures to materials and specifies texture data - Quake method
b) Model>Multiple UVW ID> multiple material files>each assigns specific materials and rererences texture data - Source method
c) Model >Multiple UVW ID > directly points at texture data

There’s obviously more methods but these 3 are relatively the most common ones.

Well… Thank you. But as said - no tga-textures in the game files and sdk, only dds.

That’s a bit odd, considering Quake 4, which I beleive is using the same engine version has both. (And I think ETQW also uses Pk4 packages which are basically zip files.)

Yes, it use pk4 packages, but there are only 5 such packs, and yes again it can be opened by WinRar.

It does, and they are in there. Below max quality are dds. Max quality is TGA.