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Blender 2.56 MD5 exporter hack

by mikshaw on 03/09/2011 21:40, 2 messages, last message: 03/10/2011 04:32, 1554 views, last view: 05/04/2024 02:01

I've been using the Blender 2.56 md5 exporter from katsbits (http://www.katsbits.com/smforum/index.php?topic=178.0) for a few days, and am generally pleased with the results. But it omits the "// meshes: meshname" line needed to properly apply textures in Sauerbraten.

This seems to work for the few things I've tested...
line 130: buf=buf + "mesh {\n"
change it to: buf=buf + "mesh {\n\t// meshes: " + submesh.name + "\n"

I'm no python scripter, but I guessed and it seemed to have been the right guess =o)

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#1: ..

by Hirato Kirata on 03/10/2011 03:23

If you're having trouble, you should perhaps give the IQM format a try, exporters for blender can be obtained here.
http://lee.fov120.com/iqm/




Also, assuming there's only one texture that needs to be applied (excluding normals/masks), you can use '*' as the mesh name. That will cause cube 2 to apply the textures to all meshes in the file.

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#2: ..

by mikshaw on 03/10/2011 04:32

Yes, I'd noticed that a single texture will be applied to the whole model if the meshes line is missing or incorrect, but I don't want to be limited to a single texture.

I'd initially written a shell script to insert the lines into the md5mesh after export, but it uses specific mesh names which would need to be changed depending on the model (and I didn't want to spend the effort and time writing an interactive script).

I'm very interested in IQM. I have the exporter installed, but haven't done anything with it yet mainly because I have no way to view models and animations. A model viewer provides a much easier way to closely examine the export than loading them into the game, plus it doesn't require building the cfg files right away. The IQM demo viewer is okay, but it's very limited...only front view, apparently, and it wants a specific file name (and I don't know anything about C++ to modify it).

Taking another look at the IQM exporter, I'm really pleased to see it has a "de-rigify" option to export only the deformation bones of a riggified character. I had played around for a little while with rigify, but ended up building a new, much more basic rig in order to keep the bones to a minimum. With this option, rigging and animation can be done more easily and without having to export 250+ bones.

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