Edit: nevermind, after re-reading I realized that I didn't understood properly your problem, but I've thought to leave this comment as it may help people who couldn't get the game load model textures properly (feels ashamed: admins, you're free to delete my comment if it's useless -_-).
Hi suicizer01! :)
I'm not 100% sure that this will work, but I feel like you're facing the same problem that I've had before: remember that site offering *.pk3 (Quake III) mapmodels that I've talked about under my map node? Well, go to page #7 and download "Odium" right at the bottom of the page. Extract the zip, then unpack "odium.pk3" and you'll notice a little tool (found by pure chance, and it helped me alot! :) called "md3compile.exe". Double-click on it, and if you're unsure, give it a virus scan before.
It's a little program with which you can edit md3 meshes, assign/change/remove texture-slots, etc. I had to use it to get the names of the texture slots, as just pointing to the model name didn't work on Sauerbraten, and the game couldn't find the textures.
How it works:
- Double click on it, then press "Import Objects" and browse through your folders until you find the *.md3 you want to load.
- On the "Import Objects" window, select the parts of the model you need to edit (one by one, in case of multi-part models).
- Check the "selected" box, then change the texture path right above, to the path/file/extension you want to use and press enter.
- On the dropdown menu, you'll see the name of every part of the mesh (or the mesh itself if it's just one piece): you can change it so you could point to it on your map's cfg, but it's fine using default names too, as long as you annotate them somewhere.
- If the model includes animations and you wanna get rid of them, left-click on the frames you wish to delete (the little grey squares below) and then press "Delete Selected Frames" each time until you're left with the model posture that fits better your needs.
- When you're done, press "Export Objects" and give it the name you'll use on your cfg (file name may not necessarily match the slot name, which is what the model uses as a reference in order to load textures).
- Reload the same object after exporting it, just to make sure that the texture slot names and paths you've changed are correct.
- Load the model onto Sauerbraten, using the mesh name and texture-slot-names you've assigned, through the *.cfg.
- Enjoy!
P.S.: If you need a reference, download the angel model at page #11 of that site, then compare it to the one I've included within fc5. :)