Everything works now, including skin. I had to hack the exporter myself, after Salzman told me where to look. The official script is set to export a Q3A shader name, which is useless for me (and you probably too). Salzman said he might think of an option for this in the next devkit release. My version simply uses the assigned image.
The script is here (Blender 2.57):
http://www.quaketastic.com/upload/files ... rt_rmq.zip
Put this in scripts/addons and enable it in User preferences - it says "RMQ support" in the extended description to distinguish it.
While exporting make sure that:
1. The x/y/z scale fields of object/armature have no negative numbers.
2. A material and texture are assigned to the object (names don't matter), and your image file is assigned to the texture (Image.filepath) so the export script can find it.
3. Your armature and object are selected in Object mode.
4. Your textures might need to be power-of-two.
5. Insert the names of your actions (anims) in the order you want them in the model.
You don't have to be on the last animation frame or anything for the export. There is no need to hack .iqe files, just export to IQM. Check in Noesis.
Alternative way to IQM file:
a) export to .md5mesh/.md5anims in Blender.
b) hack the correct texture path into the .md5mesh.
c) Use Noesis to convert from .md5mesh to IQM, using the -loadanim switch of the latest version to insert the .md5anims.
PS:did you make it work iqm on quake(i presume darkplaces)?
mh is in the process of adding an IQM loader to the RMQ engine (RMQe). He said it was pretty simple, it's still being tested atm. My models load in Darkplaces, yes (simply use .iqm instead of .mdl in the QC).
RMQ is open source, so one of the next demos (or engine releases) should have it.
because I'm driving mad for three months!
Hehe. I think we started doing it last week. The exporter was a bitch, yes. There were also severe bugs in the last IQM devkit. Check for new versions... :roll:
http://www.youtube.com/watch?v=jEyqin4g5FA