by James B. Gatzmer
Introduction

So, you've got your character modeled, textured and animated according to the specifications required by Quake III Arena. Now you want to get it into the game and start playing!!

Follow along step by step as we show you how to export your creation to the md3 format and create the other necessary files for gameplay.

To get started, we need to create a directory structure that is friendly with Quake III Arena. Create the directories so that they look like the image on the right.

Loading the Scene

Now that you have a directory structure that is game ready, let's launch gameSpace. Load the "Trooper MD3" file from the "Scene Library" of gameSpace.

Your scene should look like the image on the left. If it does not, make sure you didn't load the "MD3-Trooper" from the "Object Library" instead. That file will not work for our purposes.

You may want to hide your lights from view so they don't get in the way. Do this by right clicking the "Draw objects as..." icon and opening your "Display Options." Click and hold the icon of the light and select "Hide Lights"

Preparing the tag_floor

The tag_floor" needs to be placed properly in order for the character to align to the ground plane of Quake III properly. In this case, the tag_floor" is not animated so we simply want to place it properly and leave it be.

I've already done the hard work and calculated, through trial and error, the proper position of the tag_floor" on the Z axis. Select the tag_floor" and open the "Object Info" dialogue by right clicking the "Object Tool"

Change the Z Location to 1.27 so that the tag_floor" moves up to knees of the character like in the image on the right.

Launching the Game Character Plugin

It's very, very important that you save your scene at this point. It doesn't matter what you save it as or where you save it to.

Select your Biped from the scene. Then click the "Game Character" icon. The Game Character dialogue box should appear as in the image on the left.

Choosing Your Save Location

From the Game Character dialogue box click the "Save As" button. Navigate to the directories you created earlier - gstrooper\models\players\gstrooper. Enter the File Name "head.md3" and change the Save as type to "Quake3 Model(*.MD3)"

Click the "Save" button and you should see a MD3 Export dialogue box appear.

Exporting the head.md3

The MD3 Export dialogue is comprised of three main sections - Objects, Tags and Animation. The Tags section is split into two non-distinct parts - Tags for Export and Origin Tags.

Objects - Select the h_head from the objects list and click the "Export" button. h_head should now appear in the Objects for Export list.

Tags - Select the tag_head from the tags list and click the "Export" button. The tag_head should now appear in the Tags for Export list.

Origin Tag - Select the tag_head from the tags list and click the "Origin" button. The tag_head should now appear in the Origin Tag window.

Animation - Check the "Export Animation" box and enter 0 in the frame list window.

Click the "OK" button and wait a moment for the export to finish.

Editing the head_default.skin File

Open your gstrooper\models\players\gstrooper folder and open the head_default.skin file with your favorite document editing program. Notepad or Wordpad work fine.

Modify the text so that it reads like this:

tag_head,
h_head, models/players/gstrooper/gameSpaceQ3.tga

Save the head_default.skin file changes.

Exporting the upper.md3

Make sure that the Biped is still selected and that the Game Character window is still open. Click the "Save As" button and locate your gstrooper directory again. Enter the File name "upper.md3" and choose the Save as type "Quake3 Model (*.MD3)" then click Save.

In the MD3 Export dialogue enter the following information:

Objects - Select the u_backpack, u_flames and u_torso from the objects list and click the "Export" button. u_backpack, u_flames and u_torso should now appear in the Objects for Export list.

Tags - Select the tag_head, tag_torso and tag_weapon from the tags list and click the "Export" button. The tag_head, tag_torso and tag_weapon should now appear in the Tags for Export list.

Origin Tag - Select the tag_torso from the tags list and click the "Origin" button. The tag_torso should now appear in the Origin Tag window.

Animation - Check the "Export Animation" box and enter 0-152 in the frame list window.

Click the "OK" button and wait a moment for the export to finish.

Editing the upper_default.skin File

Open your gstrooper\models\players\gstrooper folder and open the upper_default.skin file with your favorite document editing program. Notepad or Wordpad work fine.

Modify the text so that it reads like this:

tag_torso,
tag_head,
tag_weapon,
u_torso, models/players/gstrooper/gameSpaceQ3.tga
u_backpack, models/players/gstrooper/gameSpaceQ3.tga
u_flames, models/players/gstrooper/gameSpaceQ3.tga

Save the upper_default.skin file changes.

Exporting the lower.md3

Select the Biped and click the "Glue as child" icon. Your cursor should change to a glue bottle. Click the cursor on the tag_floor" and deselect the "Glue as child" mode.

Make sure the Game Character dialogue is still open and click the "Save As" button and locate your gstrooper directory again. Enter the File name lower.md3 and choose the Save as type Quake3 Model (*.MD3). Click Save.

In the MD3 Export dialogue enter the following information:

Objects - Select the l_legs from the objects list and click the "Export" button. l_legs should now appear in the Objects for Export list.

Tags - Select the tag_torso from the tags list and click the "Export" button. The tag_torso should now appear in the Tags for Export list.

Origin Tag - Select the tag_floor" from the tags list and click the "Origin" button. The tag_floor" should now appear in the Origin Tag window.

Animation - Check the "Export Animation" box and enter 0-89, 153-254 in the frame list window.

Click the "OK" button and wait a moment for the export to finish.

Editing the lower_default.skin File

Open your gstrooper\models\players\gstrooper folder and open the upper_default.skin file with your favorite document editing program. Notepad or Wordpad work fine.

Modify the text so that it reads like this:

tag_torso,
l_legs, models/players/gstrooper/gameSpaceQ3.tga

Save the upper_default.skin file changes.

Creating the icon_default.tga

Back in gameSpace we need to create the icon that will show up in the Quake III Arena model selection menu.

Hide all your tags and select a pose of the character from the waist up. Choose render to file and create a tga image 128 x 128 pixels at 32-bit. Enter icon_default.tga as the name.

Describing the animation.cfg File

The animation.cfg file is comprised of several important parts.

sex = the gender of the character

headoffset = the x,y,z location of the head.md3 in the game's hud

footsteps = the foot step sounds used by the character

framelist = the start, length, loop quantity and speed of the animation sequences

Creating the animation.cfg File
// animation config file

sex m

headoffset 0 0 0
footsteps normal

// first frame, num frames, looping frames, frames per second

0 30 0 20 // BOTH_DEATH1
29 1 0 20 // BOTH_DEAD1
30 30 0 20 // BOTH_DEATH2
59 1 0 20 // BOTH_DEAD2
60 30 0 20 // BOTH_DEATH3
89 1 0 20 // BOTH_DEAD3

90 40 0 15 // TORSO_GESTURE

130 6 0 15 // TORSO_ATTACK
136 6 0 15 // TORSO_ATTACK2

142 5 0 20 // TORSO_DROP
147 4 0 20 // TORSO_RAISE

151 1 0 5 // TORSO_STAND
152 1 0 5 // TORSO_STAND2

153 8 8 15 // LEGS_WALKCR
161 12 12 15 // LEGS_WALK
173 11 8 15 // LEGS_RUN
184 10 10 15 // LEGS_BACK
194 10 10 15 // LEGS_SWIM

204 10 0 15 // LEGS_JUMP
214 6 0 15 // LEGS_LAND

220 8 0 15 // LEGS_JUMPB
228 1 0 15 // LEGS_LANDB

229 10 10 5 // LEGS_IDLE
239 8 8 5 // LEGS_IDLECR

247 7 7 15 // LEGS_TURN

Creating the gstrooper.pk3 File

Create zip file of the models folder and all of it's sub-folders. Name the file gstrooper.pk3 and place it in your Quake III Arena\baseq3\ directory.

Load Quake III Arena and view your model in the player selection menu.

Ingame Bot of imported model

若是您希望進一步瞭解 gameSpace 的功能,請 E-Mail: dgsupport@digivision.com.tw

總代理:仕冶資訊股份有限公司 DigiVision Corporation
http://www.digivision.com.tw