Search found 122 matches
- Sun Mar 23, 2008 2:58 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
Try this: http://cube.wikispaces.com/Blender+Animated+Md3+Export Let me know if this also works with bones, I'm looking to see what it does different. One thing it does is applies the global transformation matrix to each vertex, so I'll do that next time. But the only other thing it seems to do diff...
Re: Modeling
If you're using blender, then give this a go:
http://forums.inside3d.com/viewtopic.php?t=654
It's still a work in progress, trying to get things like animation with bones to work, but for simple models/models animated on the vertex level it works good.
http://forums.inside3d.com/viewtopic.php?t=654
It's still a work in progress, trying to get things like animation with bones to work, but for simple models/models animated on the vertex level it works good.
Re: Modeling
I can promote my own tutorial here
http://www.quakeexpo.com/booth.php?id=32&page=79
It's only really useful though if you've done some kind of modelling before, it's more about a specific way to make models for quake 1 given a general knowledge of 3d game modelling.
http://www.quakeexpo.com/booth.php?id=32&page=79
It's only really useful though if you've done some kind of modelling before, it's more about a specific way to make models for quake 1 given a general knowledge of 3d game modelling.
- Thu Feb 28, 2008 8:44 am
- Forum: QuakeC Programming
- Topic: targ, and attacker?
- Replies: 3
- Views: 2010
- Tue Feb 19, 2008 4:41 pm
- Forum: QuakeC Programming
- Topic: Combining multiple strings into one string
- Replies: 6
- Views: 2421
- Wed Feb 13, 2008 9:37 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
wah, it has that stupid 'object should not be rotated - fixing for you' behavior from the md2 exporter. This is stupid behavior and should not be done as rotating objects can be necessary. I will look into applying all kinds of transformations eventually, but for now it's designed for models that a...
- Sun Feb 10, 2008 7:59 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
The TF2 models are being dicussed in http://forums.inside3d.com/viewtopic.php?t=901 . There's a obj importer for blender that handles them just fine(aside from two sided polygons. The flags are for setting trails and rotation on models, see the bottom of http://www.cc.gatech.edu/classes/AY2000/cs445...
- Sat Feb 09, 2008 10:47 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
- Fri Feb 08, 2008 8:21 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
The SMD export/import is very broken and the author isn't very interseted at fixing it. It's be just as easy for you to fix it as me though... Also, the quickest way to change flags right now is probably to hack the script, go to the line that reads mdl.flags = 0 and change the 0 to whichever value...
- Fri Feb 08, 2008 1:48 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
Awesome! I gotta try this one. Btw, what util allows to change flags in Quake MDL files? Adquedit or QMe will do it, and it's something that should make it into the next release of this script. If you only have a hex editor, you want to change the 20th digit in the file, the preceeding four values ...
- Thu Feb 07, 2008 10:57 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
Try this new version, which should fix texture coordinate exporting(which was broken through my lack of foresight) and animation exporting(which was broken by blender adding features to getFromObject then making the new behaviour the default). Tested in 2.4.4, it might work in 2.4.5 if they haven't ...
- Thu Feb 07, 2008 12:28 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 33320
Are you still working on this? Been a little busy with Travail and Quoth2 to get any work done on this, but since the latter is only a few days away from release(documentation only), I'm free to work back on some old stuff. So yeah, why not? I guess the most obvious next thing to do would be to mak...
- Thu Feb 07, 2008 9:45 am
- Forum: QuakeC Programming
- Topic: Void() NextLevel
- Replies: 8
- Views: 3319
- Tue Jan 22, 2008 5:36 pm
- Forum: QuakeC Programming
- Topic: Finding a nearest entity
- Replies: 11
- Views: 3823
Since I've got an answer out of this thread and sent it off topic like that, I suppose I should help : -p. You need two distance variables, lowestdist and dist, along with an entity variable called nearestent. These can be variables local to the function. The idea is you store the nearest entity you...
- Fri Jan 18, 2008 10:47 pm
- Forum: QuakeC Programming
- Topic: Finding a nearest entity
- Replies: 11
- Views: 3823
Excellent, I should have thought of that one. You can, in lots of cases, use the squared distance in place of a regular distance. For instance, if you want to know if a given vector is of length less than 100, dot the vector with itself, and test if the dot product is less than 10,000(which is 100 s...