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Author Topic: [OUTDATED] md3 importer/exporter  (Read 35019 times)
epicgoo
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« on: August 23, 2008, 03:34:12 am »

For blender 2.6 http://forums.duke4.net/topic/5358-blender-26-md3-export-script/
« Last Edit: April 16, 2014, 04:36:14 pm by fromhell » Logged
fromhell
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« Reply #1 on: August 23, 2008, 04:58:28 am »

fukken saved
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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
fromhell
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« Reply #2 on: August 25, 2008, 12:14:00 pm »

Cool, i can make working autosprite2's with this!
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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
epicgoo
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« Reply #3 on: August 25, 2008, 01:44:17 pm »

I wonder how it worked all this time. maybe re-export the models to see if there is any difference.
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furroy
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« Reply #4 on: August 27, 2008, 10:53:35 pm »

Well I was all excited when I discovered this forum and that there was a newer version of the exporter, but sadly it didn't fix my problem.

I have a door, its just a thin cube really.  Whenever I export it, the normals are flipped.  Now I'm an admitted total Blender n00b still, so hopefully it's just something really stupid on my part, but I cannot get these normals to export properly.

Really simple blend file that reproduces my issue is attached.

ps. It did fix a UV mapping problem I had, so awesome!
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epicgoo
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« Reply #5 on: August 27, 2008, 11:18:52 pm »

[deleted*]
dead link
« Last Edit: November 30, 2012, 08:56:23 am by epicgoo » Logged
furroy
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« Reply #6 on: August 27, 2008, 11:25:57 pm »

Yes, I tried that version. I've tried the one that was attached to the original post here.  I've tried two other .md3 exporters I've found around on the net.  They all do the same thing, so I'm sure I screwed something up, but when I show the normals in Blender they look all happy.

I ended up just deleting the door and remaking it from scratch and the problem went away, but I am just baffled as what went wrong.
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fromhell
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« Reply #7 on: August 27, 2008, 11:33:45 pm »

there was probably a lone vertex or edge
md3 exporters tend to not like those
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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
epicgoo
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« Reply #8 on: August 28, 2008, 01:34:47 am »

this one seems to export normals right (r_shownormals looks fine) however all faces are flipped, for you file.
AFAICT this version works fine with modifiers. Use this for testing only (or backup your .blend file before export...).
« Last Edit: November 30, 2012, 09:01:33 am by epicgoo » Logged
furroy
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« Reply #9 on: August 28, 2008, 06:55:23 am »

That version gave me the same results.   I don't understand how if the normals and vnormals look correct, how a face can be 'flipped'  Isn't that the point of the normals to show which way the face is facing??
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furroy
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« Reply #10 on: August 28, 2008, 08:16:44 am »

I'll be damned! I figured it out!  Somehow in my Blender noobishness, I accidentally got the X scaled by -1.   So the object appeared to be fine, but was borked.  That was a day of my life I'll never get back... /sigh

But many thanks for the newer version, it did fix my UV maps!
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furroy
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« Reply #11 on: August 28, 2008, 09:03:37 am »

Ahh.. I duplicated the first door, and then picked "Mirror" on the new one.  This changed the X scale from 1 to -1.   I guess the exporter doesn't take this into account?
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epicgoo
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« Reply #12 on: August 28, 2008, 04:55:28 pm »

Ahh.. I duplicated the first door, and then picked "Mirror" on the new one.  This changed the X scale from 1 to -1.   I guess the exporter doesn't take this into account?

argh.. lol
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Jeff Vader Jr.
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« Reply #13 on: October 16, 2008, 05:28:02 pm »

I'M A NEWBIE!
how do you set up the exporter?
as in, I have 4 python scripts...how do I give them to blender and make it work?
will this work on maps and characters? or just one?
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Jeff Vader Jr.
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epicgoo
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« Reply #14 on: October 16, 2008, 10:32:20 pm »

copy into:
[blender directory]\.blender\scripts
example:
C:\Documents and Settings\nex\Desktop\blender-2.48-windows\.blender\scripts

also read the wiki
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Jeff Vader Jr.
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« Reply #15 on: October 17, 2008, 02:59:36 pm »

Yeah...I kinda figured that out after posting. Sorry to waste your time. Sad
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Jeff Vader Jr.
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cosmo
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« Reply #16 on: September 24, 2009, 04:29:12 am »

this exporter was not working with blender 2.49.2 because of incorrect python code. (the Logger class)

Anyway eventually I got it working so here is my question: Is it possible to have different shaders on different faces in the same md3 model? The exporter lists them during process:
Code:
info      :Shader path name: models/mapobjects/cosmoflash/
info      :Model name: teleporter4_portal
info      :Processing surface: Portal
info      :Materials: [[Material "tele4_portal"], [Material "tele4_portal2"], [Material "tele4_portal"]]
info      :MD3 Surface
info      :Ident: IDP3
info      :Name: Portal
info      :Flags: 0
info      :Number of Frames: 1
info      :Number of Shaders: 1
info      :Number of Verts: 88
info      :Number of Triangles: 118
info      :Offset to Triangles: 0
info      :Offset to Shaders: 0
info      :Offset to UV: 0
info      :Offset to Verts: 0
info      :Offset to end: 0
Ingame only the first shader/Material appears. Sad
Any hints? Vertexgroups do not help either.

- EDIT -
alright I got it working. *phew*
it's duplicating your model as many times as you need for different shaders and delete the unwanted/duplicate faces then. That is not straight forward and appears as a dirty hack but it works. We can have good teleporter models now. Smiley
« Last Edit: September 24, 2009, 04:59:37 am by cosmo » Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
andrewj
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« Reply #17 on: September 24, 2009, 05:43:34 am »

The MD3 format supports multiple meshes, where each mesh has it's own skin (where "skin" means a fixed set of shaders).

But I don't know how the exporter handles this (or what the correct Blender terminology for this is).
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cosmo
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« Reply #18 on: September 24, 2009, 06:03:04 am »

Yep, it's duplicating in blender before you export the model to md3.
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andrewj
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« Reply #19 on: September 24, 2009, 10:17:32 am »

A good teleporter model was definitely needed, so yay Cheesy
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P . Scimmia
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« Reply #20 on: September 27, 2009, 12:39:45 am »

There is a video tutorial! if not why not make one that explains how to export with Blender? maybe doing even spare processing model ... after you can put it in youtube or similar (maybe even for the maps)
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Someone_mad
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« Reply #21 on: August 13, 2010, 10:34:23 am »

Where can I download this models?  Cry

1. http://download.tuxfamily.org/openarena/files/images/models/clippy.jpg

2. http://download.tuxfamily.org/openarena/files/images/models/artemis.jpg

3. http://download.tuxfamily.org/openarena/files/images/models/astartes(lotd).jpg

4. http://download.tuxfamily.org/openarena/files/images/models/astartes(white1).jpg

Thank's to answer!   Sad
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Udi
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« Reply #22 on: August 13, 2010, 01:29:17 pm »

Where can I download this models?  Cry

http://ioquake3.org/extras/models/
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http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
Someone_mad
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« Reply #23 on: August 13, 2010, 01:43:58 pm »

Woah!  Cheesy
Thank's mate!  Azn
Really, I appreciate it!
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Someone_mad
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« Reply #24 on: August 15, 2010, 05:07:53 pm »

Artemis is really nice! ^^
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