| O.K. freaks
( that's a term of endearment. . . I swear ) here we go. First of all,
you are going to need a small list of things you HAVE to have.
1. Quake 3 Arena. duh. . . . (
c'mon. . . you know if I didn't say that, the e-mails would be flying
in! )
2. WinZip or PKZip is a must. I say this
because you'll want to unzip your Quake 3 Arena pak0.pak file into a
cool folder with whatever name you like. It should look something like
this:

3. Some form of "paint" program
is a must for viewing the actual skin ( .tga ) files. Although it is
possible to use the game itself to view custom skins and models, I
recommend Paint Shop Pro for many people simply because it works good
and it's free for the downloading. I currently use Adobe Photoshop 4.1
and 3D StudioMax as well, but they cost an assload of money.
Next are the
NON-essential, but FREE items you'll want.
1. Java MD3 1.2 is an
excellent model viewer. It has great features and it's a fairly small
download. So I strongly suggest running over to http://fragland.net/md3view
and picking it up. Now this is a Java based application and installation
SOUNDS alot more complicated than it is. This program makes mixing
models a helluva lot easier. Here's a few shots of it in action:



as you can see it sure helps to have it.
PaintShop Pro and WinZip 7.0 are readily
downloaded at many locations, my favorite is
http://www.winfiles.com
. . . so go there and get em'.
And for you really broke dicks out there,
although it would be a "technical" no no, you can download the
Q3Arena Demo and work with the limited models in it. The EULA prohibits
you from even expanding the pak0.pak file, but if it's in the privacy of
your own home, without the intent to post or distribute, I'm sure id
Software wouldn't care if you did this to hone your skillz until that
RETAIL version shows up at the house :^)
Besides, there aren't enough models in the DEMO to really get the feel
of the possibilities :^P
HOLD ON
TO YOUR HATS. . .
Well having said all that, and getting the required programs out of the
way, I am going to go through the mixing model process acting like we
have ONLY the game itself to use. This will make the whole tutorial
easier by covering the absolute basics on this process. Are you
ready?!?! Me neither, but lets do it anyway :^)
1. After unzipping
our pak0.pak file into the directory/folder of our choice, go directly
to your Quake3 Arena folder ( usually C:\Program Files\Quake III
Arena\baseq3 ) and right click in it and go to new, then select folder
and name it "models". Open the new folder and follow the same
steps to create a folder named "players". All your finished
models will go here. I know your thinking "Duh. . . if you don't
know how to make a models directory. . . " but you would actually
be suprised how many people don't know how to make models work. This is
what your folder should look like:

Please take note all the files that are
in this folder. You will need all of these files to make your model
work. As strange as it may sound, even leaving out the small
64 x 64 pixel icon .TGA will make your whole model unable to be chosen
from the Model Menu. Pretty damn funny, aint it.
So, let's get browsing first for a cool
looking combo. Lets say we're sick of ANARKI's
hover board. So lets put him on some SKATES instead. The real cool thing
about Q3Arena default models is the fact that EVERY model has a red and
blue skin, making the whole mix em'/ match em' process pretty easy. So
let's make a cool looking folder named Skarki ( skate - anarki ). This
is where all files will end up for this model. To make this work, we
will need to open up Slash's model folder and copy the lower.md3
and the slash_lower.skin as
well as the Red.tga
over to our new Skarki folder. Now before we move on, lets take care of
the things that need to be done with these file first. First of all, the
lower.md3 can
remain unchanged. The file Red.tga needs
to be re-named to Skarki_lower.tga.
The last file will need a little more altering, but it MAINLY consists
of "name changes" so dont worry. So, having said that, open up
slash_lower.skin
after re-naming it to Skarki_lower.skin.
It's going to look like this:
l_skatel,models/players/slash/slashskate.TGA
l_skater,models/players/slash/slashskate.TGA
l_legs,models/players/slash/slash.tga
tag_torso,
What needs to be done
here is the /model/modelname.tga need to be changed
to reflect the folder it now resides in. It will now look like this:
l_skatel,models/players/slash/slashskate.TGA
l_skater,models/players/slash/slashskate.TGA
l_legs,models/players/Skarki/Skarki_lower.tga
tag_torso,
Easy enough. . . you have now created
the lower half of your model. The animation file will have to be copied
to the Skarki file because the way this model will move his legs is
totally different than the way the original model does. The only
drawback to this is that it will cause your new model to have the
characteristics of the Slash model. . . No biggie. . .
Now let's get started on the top of our
model. This process is almost too easy. Crack open the Anarki model and
extract all the files we'll need . We'll need the upper.md3,
head.md3,
head_anarki.skin, upper_anarki.skin,
red_h.tga / red.tga
/ red_g.tga, icon_red.tga.
Once we have all these files in place, We start the whole renaming
process again. The *.skin files will look like this :
Head:
h_glasses,models/players/Skarki/Skarki_g.tga
h_head,models/players/Skarki/Skarki_h.tga
tag_head,
Upper:
u_torso,models/players/Skarki/Skarki_torso.tga
tag_weapon,
tag_torso,
tag_head,
Now, remember what I said about that
pesky little icon.tga?? Before we run off and fire up Quake3 to see how
spiffy our model looks, you'll need to create this file. Now if you have
all the fancy PhotoShop 5 and a nice modeling utility, it's as easy as
taking a screenshot of your new model via the modeling utility and then
opening it in PhotoShop, resizing it to 64 x 64 saving it as a .TGA and
your set. Now, let's pretend we don't have any of those things. . . .
lets fire up our plain old PaintShop Pro ( that cool free program
mentioned above ) make a 64 x 64 .TGA with plain text on a plain
background that simply says "Skarki". . . it'll look generic,
but you'll now be able to select your cool new model from the model
menu, the file might look something like this:

Pretty darn simple wasn't
it?!?!? Oh yeah, your cool new model looks like this :

Wow. . . . not bad for
"re-arranging" a few files. Even better, everyone will marvel
at your amazing modeling skillz. Paul Steed must PHEAR the MAD talent
about to unleashed upon the hapless Q3A community. All B.S. aside, I
have had few correspondences with Mr. Steed back in 97-98 when I was in
the Quake's Sexiest Male contest on Siren's Pic Page. I won, and
suprisingly enough the man with the SUPPOSED big ego even congratulated
me. . . . pretty damn cool if ya ask me. Wow, my brush with fame
and greatness. Didn't seem to have an ego to me. Even took the time out
of his day ( Quake 2 hadn't shipped yet ) to write a cool e-mail to me,
a nobody.
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