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Author Topic: mdr player exporting path (WORK-IN-PROGRESS) [Blender 2.59]  (Read 1021 times)
fromhell
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« on: October 03, 2011, 06:34:32 pm »

Since we don't have a GOOD MD3 exporter for Blender 2.5x (NOTE: THE COOL 2.49 MD3 EXPORTER DOES NOT WORK IN 2.5X) we'll have to settle with an alternative pipeline

What you'll need
- Blender 2.59!
- This IQM exporter!
- Noesis

ADVANTAGES
- A crapload of memory is saved
- A crapload of disk space is saved
- Potential future skeletal endeavors (CAN YOU SAY HARDWARE TRANSFORM & LIGHTING?!)
- unlike the IQM format, this works and functions in the engine currently

DISADVANTAGES
- Requires a build with RAVENMDR enabled.
- No LODs yet as MDR has the LODs in one model file (saves plenty of animation bytes) and our pipeline can't get to that right now
- No vertex animation, so if you made a slime thing or a softbodied something..... you don't. Stick to bones.
- Tags are defined by being bones, and therefore are harder to create.
- Bone heirarchy isn't saved into the MDR, so it's not a very import friendly format
- Blender doesn't export it directly (yet)

STEP 1: YOUR MODEL, YOUR TAGS AND YOU
I don't want to go through the long winded creation of a player model so i'll use everyone's favorite, modelname. First off,


STEP 2: EXPORTING


STEP 3: CONVERTING
Open your IQM in Noesis and check if you have animation anomalies first.



STEP 4: TESTING
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