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Seeking MD2 or MD3 export script for Blender

Posted: Mon Dec 04, 2006 17:38
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?

Posted: Mon Dec 04, 2006 23:03
by Nash

Posted: Tue Dec 05, 2006 1:38
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.

Posted: Tue Dec 05, 2006 9:26
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... ;)

Posted: Fri Dec 08, 2006 2:05
by Boingo the Clown
Does this mean MD3s do not work properly in GZDooM?

Posted: Fri Dec 08, 2006 7:27
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... :)

Posted: Fri Dec 08, 2006 9:43
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.

Posted: Fri Dec 08, 2006 9:57
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.