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??
IQM Converter - model rotated?
Re: IQM Converter - model rotated?
nvm, it seems to be broken with smds... This is totally useless...
Re: IQM Converter - model rotated?
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.
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?
thats great, thanks
Re: IQM Converter - model rotated?
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"
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Re: IQM Converter - model rotated?
thanks drm_wayne, really appreciated!
Meadow Fun!! - my first commercial game, made with FTEQW game engine