Like i said in the second post, make sure your md2/3/5skin line is correct.
Whatever your objects name is in blender has to match up with md*skin line in the cfg.
Straight from cube2wiki:
md3skin H S M [E [F]]
This loads a texture and assigns it to a mesh of the last loaded model (md3load).
H is the
name of the
mesh you want to assign the texture to.
S is the
path to the
texture,
its recursive to the location of the md3.cfg. The optional M sets a texture for spec (red channel)/glow (green channel) maps as above. If E is non-zero, then the blue channel of the masks is interpreted as a chrome map. E (maximum envmap intensity) and F (minimum envmap intensity, default: 0) are floating point values in the range of 0 to 1, and specify the range in which the envmapping intensity will vary based on a viewing angle (a Fresnel term that is maximal at glancing angles, minimal when viewed dead-on). The intensity, after scaled into this range, is then multiplied by the chrome map.
http://sauerbraten.org/docs/models.htmlhttp://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial