Seeking MD2 or MD3 export script for Blender

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Boingo the Clown
Posts: 102
Joined: Sat Dec 03, 2005 17:40
Location: North of New York, West of Montreal, East of Toronto, and South of Hell
Contact:

Seeking MD2 or MD3 export script for Blender

Post by Boingo the Clown »

Today I finally got around to installing python on my machine, so I could start using Blender to build and export models for use in DeiMWolf, but when I went to find the scripts for MD2 and MD3 export, I discovered that the web site where they were located is now gone.

Does anybody have a copy of these scripts?
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

User avatar
Boingo the Clown
Posts: 102
Joined: Sat Dec 03, 2005 17:40
Location: North of New York, West of Montreal, East of Toronto, and South of Hell
Contact:

Post by Boingo the Clown »

:D:D:D

Thank you. Thank you. Thank you.

If you were a woman, I would give you a big sloppy French kiss right now! You have just made my day.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

You're welcome. And no french kisses please! >:S

Now if only Graf will update GZDoom... and actually make use of normals in an MD3... ;)
User avatar
Boingo the Clown
Posts: 102
Joined: Sat Dec 03, 2005 17:40
Location: North of New York, West of Montreal, East of Toronto, and South of Hell
Contact:

Post by Boingo the Clown »

Does this mean MD3s do not work properly in GZDooM?
User avatar
Alter
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

Post by Alter »

Works okay but..... animation is choppy like in Quake 1 so you would add more frames to animation to make it smoother that's my thinking now... :)
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

No, by 'proper normals support' Nash meant the models are improperly illuminated by dynamic lighting. They aren't lit like in most games where lighting influences polygons turned to the light source, like in the real world. Gzdoom's dynamic lighting illuminates them globally (wholly) like sprites, so they end up being fullbright most of the time.

In it's time, I just painted the lighting onto the model's skin to cope somehow with these limits.

That said, animation, too, choppy, like alterworldruler said.

If you want to know more limits of models, they cannot be rotated in all 360 directions by themselves, they turn immideatly in diagonal direcitons like Doom's sprites (unless it's a player model, which can turn in all directions). Models cannot be pitched. Firing a rocket upwards will make it fly aligned to the horizong (which looks very silly :) )

Finally, all of model's faces are rendered as double-sided. This doesn't do much at the moment, but in the future will probably cause massive slowdowns, because it, simply, duplicates models' polygon count.

If you'd like my advice, use models only for static decorations and sprites for everything else, for now.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Paul wrote:
Finally, all of model's faces are rendered as double-sided. This doesn't do much at the moment, but in the future will probably cause massive slowdowns, because it, simply, duplicates models' polygon count.
.
The amount of polygons in a model doesn't really matter as long as they can be drawn with one continuous drawing operation as is the case for models. Yes, it will slightly increase the time needed but rendering one model with 100000 polygons will always be faster than 100 models with 1000 polygons each.


And yes, models are severely limited. Unfortunately changing this will take a lot of programming time which I simply don't have and probably won't have for quite some time. If you want this fast I'd need a good programmer to help me out with it.
Locked

Return to “GZDoom”