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 ...
Search found 122 matches
- Sun Mar 23, 2008 2:58 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
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: 2326
Charles Babbage was famously asked if you gave a computer the wrong input, would it still give the correct answer? He replied "I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question."The same kind of confusion is probably why you haven't received much ...
- Tue Feb 19, 2008 4:41 pm
- Forum: QuakeC Programming
- Topic: Combining multiple strings into one string
- Replies: 6
- Views: 2851
- Wed Feb 13, 2008 9:37 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
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 ...
I will look into applying all kinds of transformations eventually, but for now it's designed for models that ...
- Sun Feb 10, 2008 7:59 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
- Sat Feb 09, 2008 10:47 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
Arrrghghgh in some ways blender is a little annoying. For instance, they have a built-in function for creating gui buttons/gui menus. One of the parameters it takes is the "default" value, which all sounds great and sensible. The problem is that in order to redraw the gui, the function to create the ...
- Fri Feb 08, 2008 8:21 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
- Fri Feb 08, 2008 1:48 am
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
- Thu Feb 07, 2008 10:57 pm
- Forum: Modeling
- Topic: Blender MDL export
- Replies: 45
- Views: 38771
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: 38771
- Thu Feb 07, 2008 9:45 am
- Forum: QuakeC Programming
- Topic: Void() NextLevel
- Replies: 8
- Views: 3983
Ok, the problem here is that you need to understand what the & operator does - it's called the AND operator. It's more like an operation like + or * than a comparison like <, because it takes two input numbers and returns a third as an output. It first converts the numbers on either side of it to ...
- Tue Jan 22, 2008 5:36 pm
- Forum: QuakeC Programming
- Topic: Finding a nearest entity
- Replies: 11
- Views: 4466
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: 4466
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 ...