Rename the file from "pak002.pk4" to "pak002.pk4.zip"
Now the file can be opened as a normal zip file - extract the mesh
and texture files
the hellknight mesh and animations are located in the zip file under
models/md5/monsters/hellknight/ copy these to the objects folder
the tga texture files are found in
models/monsters/hellknight/ copy these to the project images folder
rename the file back to
"pak002.pk4"
Quake 4
models can be found in "c:\program files\id Software\Quake
4\q4base\pak003.pk4
and in "c:\program files\id Software\Quake 4\q4base\pak007.pk4
Load
the mesh into Modeler
bottom view shows the front of the character
start modeler and use the file menu to load the
md5mesh object
(change file type Objects to All)
delete the skelegon layer
the skelegon layer would be useful as a template for a custom model
skelegons don't have the original skeleton orientations needed for
compatibility
F7 to open the layers panel
hellknightmeshS surface assigned to mesh in layer hellknightmesh
for each layer select a layer then "q" to
assign surface,
choose the corresponding surface and click ok
the corresponding surface name is the layer
name + "S"
to use the original shader names open the
md5mesh file in a text editor and copy the shader into the surface
name
"hellknightmeshS" becomes "models/monsters/hellknight/hellknight"
note that the left and right sides are mirrored,
the picture above shows the luparm weight on the right side of the
character
save as a lightwave object without the
".md5mesh", save object as
Load the lightwave object into
layout
autokey needs to be on and active
select the object(one mesh) and run MD5_BoneLoad
utilities tab, plugins, generic, Generic Plugins, MD5_Bone
Load the bones from "hellknight.md5mesh"
select all bones of the current object and "r" to rest them
the bones will look a little wild because
they are using the orientations from the md5mesh file
select each of the other meshes and set
them to use the bones from the hellknightmesh layer:
select a mesh layer that is not connected to the skeleton
go to Bones (shift b)
properties (p)
use bones from object - change from "self" to hellknightmesh
Assign textures
open the surface editor(F5) and choose the
hellknightmeshS
smoothing applied
turn smoothing on and then go to edit nodes
normal map applied
add node, 2d textures, normal map
double click and load the hellknight_local
image
Mapping = UV Map and UV Map = hellknightmeshUV
add node, 2d textures, image
double click and load hellknight image, do uv's
and connect color to color, if render is black use the image
editor to disable the alpha for the tga image
copy the node and load hellknight_s image,
opacity 20% , do uv's and hook alpha to specular
color on left and specular on the right added, white area is the
tongue, saliva and drool
now do the same for the tongue, saliva and
drool surfaces
haven't figured out what to do with the all
the textures yet