


If you wonder if a particular variable/command is not shown within a part, the chance is high that it will be included in another part of this guide.

I have also included important mod variables/commands (Q3, ioQ3, UnFreeZe), which is shown in the description for each variable/command. logical procedure.Īs the Quake 3 engine is not able to proceed config files that are larger than a particular file size (I think about 18 kBytes) and in order to find them faster, I split all variables/commands into separate smaller config files. First, I sorted them alphabetically to find them faster but I've come to the conclusion that it is better arranging them to their respective area and by hierarchy resp. In the last months I have spend several hours/days in order to organize the most important Q3 variables and commands. You will also propably find more descriptions. Unfortunately there is currently no good way to import skeletal models into Maverick from Blender (limited to MM3D and MS3D formats).Here you can ask questions, make suggestions and debate settings, engine behaviour, etc. (Full disclosure I am the maintainer of this program.) If you want to add tags to animated MD3 models using MM3D, it would need to be with a skeletal model before converting to MD3. It’s possible to export Quake 3 players using Maverick Model 3D, which is documented here.

Though Blender breaks exporters about every other release so you may need to use the older Blender 2.7.2 version it lists as compatible. Using “Empty” objects of type “Arrows” as child of a bone for MD3 tags but must bake actions before exporting (whatever that means). If you added unanimated tags (i.e., same position for all frames) then the head would not move and tags/torso would not stay connected.įrom what I’ve read it’s possible to create, animate, and export MD3 tags in Blender using neumond’s MD3 exporter. I don’t know what Npherno’s md3 compiler does but tags are animated each frame so you probably want to add tags to animations before converting skeletal model to three separate (vertex animated) MD3 models for a player.
