Putting new Character Models into Quake III
Based on original notes by Paul Steed / Edited by Paul Jaquays / Edited 12/22/99 by ps (QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version)
The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game. It is intended to be informative only and not a tutorial on building or animating models.
The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by Kinetix. These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio (also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio.
This manual includes the following sections:
Setting up the Files
Building and Naming the Mesh
Texturing
Set Up for Animation
Animation
Setting up Tags
Level of Detail
Exporting
Animation Config File
The Conversion Process
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Tutorials (Modelling)
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