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Author Topic: problems with the exporting md3s from blender.  (Read 10266 times)
Natsumi
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« on: October 10, 2007, 01:51:24 PM »

hello,

i do some blender modelling and i would like to bring some of my models into the game as md3 models, but i'm having difficulty doing so. i went to the openarena svn and searched for "md3 export", which led me to DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ#How_do_I_export_md3s_in_Blender.3F]this page. i downloaded the export scripts from the link and put them into blender's script directory.

i had a model of a computer that was uvmapped. i loaded the md3 export script into the text editor in blender and ran it there, as the wiki suggested. when it asked me for the shader path for the md3 i put models/mapobjects/computer/skin. skin.tga is the skin for the model and models/mapobjects/computer is the folder in which it is stored in the pk3. i made a map in gtkradiant with the computer model showed, but not the skin. i built the map and the same thing happened in the game. to see what happened i opened up the md3 file with a hex editor and looked for the filepaths, it looked like this.

for some strange reason the md3 export script had added the word "material" to the end of the filename. has anyone else had this problem with the export script?


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fromhell
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« Reply #1 on: October 10, 2007, 03:37:51 PM »

That's because your object's material is named "Material". Renaming it to anything else will change that


BTW I use trevor/f0rqu3's improved md3 scripts now, saves me a lot of hex-editing
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Natsumi
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« Reply #2 on: October 11, 2007, 12:23:48 PM »

could you give me a link to the md3 script you use? thankyou.
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fromhell
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« Reply #3 on: October 11, 2007, 01:13:40 PM »

http://openarena.ws/board/index.php?topic=731.0
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
w1zrd
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« Reply #4 on: October 11, 2007, 01:46:37 PM »

could you give me a link to the md3 script you use? thankyou.
[off-topic, but is that you on your avatar?]
[on-topic, does it now work for 2.45?]
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iLeft.bye
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« Reply #5 on: October 11, 2007, 02:05:50 PM »

fixed the link : https://tremx.svn.sourceforge.net/svnroot/tremx/trunk/blender/
2.45 yes
( I just noticed that you need to assign material before export -> kinda bug )
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Natsumi
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« Reply #6 on: October 14, 2007, 11:27:48 AM »

leileilol- thankyou for the link.

wizard- yes, that's me.

fork- i couldn't get it to export properly, whatever i tried. it's not a major problem though, i'm happy enough with the hex editor, i was just wondering if other people had the same problem.
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« Reply #7 on: October 14, 2007, 12:21:52 PM »

so what is the problem
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fromhell
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« Reply #8 on: October 14, 2007, 12:56:04 PM »

there's no problem really, it's how the script is intended to name surfaces.

fork's script goes the extra mile to let you actually type in the model surface path before the "Material" part, which is a definite timesaver.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Natsumi
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« Reply #9 on: October 14, 2007, 03:43:51 PM »

i understand now. thankyou.
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