Title: autoSprite2 - broken code or broken MD3 exporter? Post by: fromhell on March 21, 2012, 07:04:18 PM If you try to make a rectangular plane, export it as MD3 from Blender 2.49 and have it point to an autosprite2 shader - it won't work properly. You'll only see one triangle.
What's up with that? I know autosprite2 itself does work - Team Arena uses it alot for various light shafts (harvester drop lights) I wanted to make autosprite2 muzzleflashes and projectile trails. Title: Re: autoSprite2 - broken code or broken MD3 exporter? Post by: GrosBedo on March 22, 2012, 07:56:02 AM I'm not really into modeling, but it seems that this post may be useful to you (related to models and autosprite2):
http://www.quake3world.com/forum/viewtopic.php?p=275177#p275177 Also maybe this one too (shaders and autosprite2): http://map-forge.net/forums/viewtopic.php?f=8&t=35 Title: Re: autoSprite2 - broken code or broken MD3 exporter? Post by: fromhell on March 22, 2012, 12:36:46 PM odium's "solution" never worked
and the second's about a map Title: Re: autoSprite2 - broken code or broken MD3 exporter? Post by: fromhell on March 29, 2012, 10:45:56 AM Welp
as a test I've imported missionpack models/powerups/obelisk/obelisk.md3, exported it, and yep the autosprite2 bits on it broke. ALSO I tried opening that same model in Noesis and exporting a new MD3, it also broke its autosprite2s what's with autosprite2 never working :S Title: Re: autoSprite2 - broken code or broken MD3 exporter? Post by: fromhell on May 10, 2012, 07:08:55 PM I found a workaround
export OBJ from Blender, with normals, already triangulated take that through Noesis to make an MD3 BAM! Autosprite2. (http://leileilol.mancubus.net/models/autosprite2pvr.jpg) I will be using autosprite2 for:
Also don't panick about the quality in the screenshot - sometimes I debug things in PowerVR faking mode |