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IQM Converter - model rotated?

PostPosted: Sat Mar 04, 2017 6:57 am
by drm_wayne
I dont know why its doing it, but when i try to convert my models from SMD to IQM the exported model is not in the right position,
its rotated and i cant see the viewmodel ingame. Is there seriously no option to turn that off??

Re: IQM Converter - model rotated?

PostPosted: Sat Mar 04, 2017 6:05 pm
by drm_wayne
nvm, it seems to be broken with smds... This is totally useless...

Re: IQM Converter - model rotated?

PostPosted: Sat Mar 04, 2017 7:43 pm
by Eukos
Yeah, the official IQM exporter kinda blows. I asked Spike of FTE to take a look at the source and we came up with what I think a satisfying fork of sorts. You can find the code in the fteqw sourceforge repo

Windows binary
Spike's Readme
My shoddy Readme

With the new binary you can avoid the whole parameter garbage and compile models with the help of plaintext configs.
It supports actual transformation of the model (moving it around, which the official tool DOES NOT do with animated models) as well as rotation. Just what you need.

Re: IQM Converter - model rotated?

PostPosted: Tue Mar 07, 2017 2:09 pm
by drm_wayne
thats great, thanks :D

Re: IQM Converter - model rotated?

PostPosted: Wed Apr 12, 2017 4:46 pm
by drm_wayne
in case somebody wants an example how to use the event code for sounds:

Code: Select all
output .\v_svt40.iqm
scene SVT40/svt40_mesh.smd
rotate 0 -90 0

scene SVT40/svt40_anim_idle.smd fps 20
scene SVT40/svt40_anim_shoot.smd fps 35 event 1 5004 "sound/weapons/svt40/shoot.wav"
scene SVT40/svt40_anim_reload.smd fps 12 event 5 5004 "sound/weapons/svt40/magout.wav" event 14 5004 "sound/weapons/svt40/magin.wav" event 24 5004 "sound/weapons/svt40/boltback.wav" event 26 5004 "sound/weapons/svt40/boltforward.wav"

Re: IQM Converter - model rotated?

PostPosted: Wed Apr 19, 2017 8:55 pm
by toneddu2000
thanks drm_wayne, really appreciated!