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Author Topic: My Modified MD3 exporter  (Read 11176 times)
revanic
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« on: September 21, 2014, 01:30:52 PM »

I made some changes to an MD3 2.6+ exporter I found that I had been using. Mostly convenience. Should be helpful to others wanting to make models.

Changes:
- A checkbox for autoscaling instead of having to do a 1.00001 type thing
- normals are first multiplied by the same matrix as verticies are before encoding, meaning they should always be correctly lit in game.
(no more light coming from the wrong direction)

LINK:
https://www.dropbox.com/s/1fwqzaks58nrtk7/io_export_md3.py?dl=0

So far that is it... may do an importer attempt and I could always try to convert a copy into an MDR version for lei's sake  Tongue
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fromhell
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« Reply #1 on: September 21, 2014, 03:05:09 PM »

I sure hope this exporter fixes autosprite2, since they don't work at all with the one on the katsbits site
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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
revanic
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« Reply #2 on: September 21, 2014, 03:18:50 PM »

This exporter is based off of that one...  Rest In PEACE!, however I believe the error has to do with triangulation on export. Try pre-triangulating the quads yourself before exporting and see if that helps.
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fromhell
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« Reply #3 on: May 05, 2015, 01:22:08 AM »

Is it me or is there a bug with the exporter?

For some reason models exported with this get cut off too near out of view.  I was looking down and just across the handle the railgun disappeared as if the bounding box was too small

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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
revanic
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Cakes 4
Posts: 67


« Reply #4 on: May 18, 2015, 09:24:55 AM »

I have no clue on what could have caused that. I'll try to look into it if I can.
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