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?
Seeking MD2 or MD3 export script for Blender
Moderator: Graf Zahl
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https://svn.sourceforge.net/svnroot/xre ... l/blender/
It's an MD3 exporter made for the XreaL project.
More info here:
http://xreal.sourceforge.net/xrealwiki/BlenderExportMD3
It's an MD3 exporter made for the XreaL project.
More info here:
http://xreal.sourceforge.net/xrealwiki/BlenderExportMD3
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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.
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.
- Graf Zahl
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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.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.
.
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.