All right. See, the weapon most likely will have its texture
The bad shading may be :
-md2 has bad shading itself, md3 is much better.
-SURE you have a problem with my model.Yesterday i dsicovered where the unwelding happened. Character Fx when it exports as md2 or 3DSs, a model that was welded, is exported unwelded exactly where the UV groups has it's borders, that's why a geometry seam appear in nose, middle of face (the face is mirrored in UV to save texture space) , also seen in legs, etc. Exactly where uv frontiers are.
Dam* it....
So, as is also WAY hard to find a batch converter, for free, which even has weld command in batch mode, for do the fix to the 211 3ds frams, neither the md2tool (quite, quite cool free comand line tool, not from Id I think) does really weld the geometry, I have two options:
welding one by one the 211 meshes [which also brings me to a point...you're using 211 meshes heavy animation! of ~2k tris each...doesn't that beat the performance...?? maybe not in today's engines...a solution maybe picking some of em (ie: 1 of every 3, but depending on if movement is quicker, or needda keep more frames-meshes) and let the interpolation melt it all.. ] , and...the some more of the two animations yet missing (death, and straffe run animations -sorry, I didn't make walk cycle, and most surely, wont make it...at least till I have a working workflow with Blender, as I am not surely going to animate with CFX...is good tool, but I now want more...- ) that would mean opening each mesh-frame in Ultimate Unwrap or Milkshape, weld the model, save. and then open again the 3ds files in Quake Modeller, one by one again, and finally export as md2.And by past experiences, this wont end happily as I have a problem with Quake modeller keeping UVs.
With md3 I have more luck. I can import the fixed 3ds files, and then I am sure that I can output an md3 out of nmd3 compiler, ready to go (without cfg nor qc file, but I hope u don't need that)
another option would be importing into Gmax , the md2 or md3 that I already output, without fixing, and hope it's loaded there as vertex animation (I think I have md2 and md3 importers in maxscript) and then use the Mojo md3 fixed exproter, to output a perfect md3, as in Gmax (as is similar to Max) I can weld with weld target the vertices.
This by all means would be the safer, easier, problem free way.... And surely I could do with md2 and md3...
It'd not be anyway my common workflow; I am heading to Blender in almost everything for my amateur work... Already there's in the works md3 plugin, and indeed a working md2 one, but failed to import the other day...Surely I could weld the verts in Blender too... I dunno.
The prob with Gmac is I don't know how legal would it be...your project is not comercial, is it? and is not kept clear in the eula if stuff like this would be not allowed...
argh, if only there were a command line tool to weld and md2 duplicated vertices (vertices that indeed are in same position, were created in uv seams for a bad understanding of the mesh in certain software...)
The weapon texture is way easier for me than all this. I have all type of tools fo rit, and can bang it easily, but need some time. And that comes to my last point: these days I am crazily overloaded of work. SO I don't know when I will be able to get back to you with all this...
keep working in the project, is is how I think, u can work perfectly with the even untextured weapon, to make ur tests, maybe not to show to public, if you prefer not. And even I can quickly give u two unfixed -unwelded- exports in md2 format from cfx of the two remaining animations, death and straffe run -sorry again for no walk cycle, anyway, fps games like q3 is all time running...-
So that u can go testing ur coding and all.I'd use the untextured weapon in the meantime, orr u want be able to test ur code well if not.You gotta at least ensure u can load two md2 in place, and see the hand more or less matches the weapon, and that ur code support well an skin per model, and another per weapon, and does not mess it all...Use the uv crazy colored template...is just done so to make easier to a 2d texturer to make it. I use 3d painting, and end up 2d painting. The weapon texture is easy for me, you should count on that. As I told u at th ebeguining, I gave this model to more coders, so expect I give the texture and other advances also to othe rcoders. Anyway, in my experience, very few projects end up seing the light, in whatever, so I don't expect an overflood of projects with my model..
and u can always change textures to look way different.
In an ideal world, after fixing the md2 export and weld it to look nicely, even exporting a correct md3 set, I'd texture the weapon, and even at last I could think of end and do a proper texture for the guy.
With the tools I use, the huge problem is always the same:animation, rigging .it takes me eons to do very simple tasks in max and cs , when I use Character fx and my set of freebies, mostly conversion problems, loads of features missing, etc...all workable and doable with freebies -my passion- but: a problem when ur really short of time, and getting shorter each day...
But texturing , is something I can do more easily as I purchased all I need.
The weld, animation, etc...with gmax would be surely way mor easier...
The thing is I really hate seing bad shading and most of all unwelded crisp edges where I didn't put 'em...
Ok, dont worry, one way or the other you'll have it
(I hope)