You can run scripts in Blender by doing either/or of the following;
Open a "Text" view in Blender (Shift+F11) and click the double headed arrow drop-down to the left of the font size selector, click "Open New". Browse to the file and load it. Once its available press Alt+P to 'run' the script.
For Windows Vista users the script will need to be copied to the "User Profile" location, usually on the "C:\" drive. Click here to read how to do this.
The master list below contains brief details and download locations to a number of useful tools and utilities for game content creation, not just for Doom 3 or Quake 3 by the way, but in fact for any game or interactive product that allows end user custom content to be created and imported.
It's now possible to export models and animations from gmax to 3DS Max using the MD5 scripts below. For more info see this tutorial.
Design note : Because the skeletal 'rig' is part of the MD5 mesh, you may find that on importing MD5 mesh objects into 3DS Max and Blender3D the the bones of the rig will be orientated 'incorrectly', they will be lying on their sides relative to the upright position of the mesh.
It's important to note that they are in fact correct relative to the MD5 skeleton so although you can 'reorientate' the bones on import to point upwards, an export resulting from bone reorientation will actually be incorrect and show up 'broken' inside D3.
Blender export suite supports the MD5 formats: *.md5mesh, *.md5anim and *.md5camera. Previous version is available here. For tips on using Blender for game related modelling see the following tutorials..
Note : You may need to make sure your Blender Python path is setup correctly before use.
A similar MD5 suite to the above 3DS Max suite; supports *.md5mesh, *.md5anim and *.md5camera. The script has a functional limitation present because of gmax's internal workings which requires output to the gmax 'Listener Window'. For small models copy/pasting the text from the LW isn't a problem but for larger models you may need to Listerner Window grabber below.
Companion script to the Blender exporter - current version 0.5. Imports md5mesh and md5anim files. Works with 2.45, previous version 0.3 available here.
The definitive MD5 model viewer for inspecting static and animated MD5 meshes. Also has support for the ASE, OBJ and LWO model formats, very handy general purpose viewer as a result.
An export tool for use with 3DS Max allowing export of custom models to Doom 3's MD5 format. Supports *.md5mesh, *.md5anim and *.md5camera.
A suite of MD5 tools for use with SoftImages XSI 3D app.
3DS Max importer for Doom 3's MD5 format. Supports *.md5mesh, *.md5anim and *.md5camera.
The latest version of the Blender MD3 I/O scripts have been used extensively with the Open Arena project so should be considered 'complete' (alt download). Alt download from xReal (older version).
Important note : development on the original MD3 exporter by Bob Holocombe appears to have stopped so it is now archived here - script currently only exports the MD3 mesh data, no animation or 'skeletal' system is included.
An improved version of Pop'N'Fresh's MD3 exporter plugin for gmax.
An improved version of Pop'N'Fresh's MD3 exporter plugin for 3DS Max.
MD3 export script for Max v6.
How to run Blender *.py scripts. It may be necessary to install the Python API in order to get full functionality out of some scripts. To do that read the following article on setting up Python. To run scripts in Blender please read the following article on where the *.py script may be found and/or installed. Alternatively, load the script into a "Text View" [Shift+F11] and press Alt+P to run it.
This version of the ASE exporter has been modified for use in UT editing so that forced 'smoothing' is saved as 3DS Max style smoothgroups that remain intact when models are imported in to the Unreal Engine [original forum topic].
New version 0.6.10b available for Blender 2.44 or above (minor updates for 2.45 compatability).
When exporting large meshes the ability to export 'in place' is now an option so as to save on the need to recentre mesh sections before export. The script was originally written for use with Blender 2.44 but it does currently work with newer versions of Blender. NOTE : It does not work properly with previous versions of Blender (below version 2.44). Please see other scripts below for alternative versions. Previous version 0.6.9 (29 July 07) still available from here .
The latest version of the ASE script should work for all current versions of Blender so it supersedes any previous versions. The ASE import script will bring in mesh data as well as any UVWmap and vertex paint data found on the selected ASE model (note: for legacy purposesd AS Import for 2.41 is available here)
'Old Skool' ASE exporter originally for use with Unreal Tournament but equally usable as a general blend2ASE exporter.
notes : models have to be a single mesh object as the script doesn't export multiple meshes as separate *GEOMOBJECTS in the ASE file. Will only correctly export a single material. For more info on using this script read 'Prepping models for Doom 3
Use this version of the blend2ase export script for Blender 2.41 and above (up to 2.43).
Use this version of the blend2ase script with Blender 2.36 only.
Use this version of the blend2ase script with Blender 2.37a (or above, see
below).
NOTE : this version can be used as a 'fail safe'
version that should work with the latest versions
of Blender 3D in instances where trouble shooting is required.
notes : there is a functional difference in the way 2.37a works that effects scripts, so the same ASE exporter often encounters problems when it's run from 2.36 and 2.37a. This has meant a separate script for each version of Blender. Be sure to use the correct script. You may need to make sure your Blender Python path is setup correctly before use.
A set of 4 sample template *.blend files, two each of 'raw' and 'prepped' data for 'locked' and 'furniture' rooms respectively.
The 'raw' sample files contain the separate componants for each type of IMVU room - the funiture room sample file (as shown above) contains all the parts necessary for the production and exporting of a furniture enabled IMVU room; the 'locked room' sample file contains the parts for a locked room.
The 'prepped' Blender files contain 'completed' rooms of both types ready to be exported as an example of such (note that helpers are still in place as clarification of seating positions, they are not required for exporting).
Contained in the Blender 3D file are several ready-to-use components that will allow you to easily and quickly build custom furniture items for IMVU. IMVU furniture products can be created with or without seating nodes.
Contained in the Blender 3D file are a number of components that can be used as size, position and construction templates. Also available are OBJ versions of the files for import, use and conversion in other 3D applications that require base template units.

A series of simple step objects for use as reference comparisons between modelled objects and Radiant brushwork (*.blend Blender file only).
A set of 3D boxes that act as reference objects for s model size whilst creating in game assets. Includes NPC (RtCW), 64x64, 128x128 and 256x256 unit blocks. These blocks are actual size and represent same sized brushes drawn out in the editor. Although an RtCW NPC block is supplied it's size is approx to other Quake based games.
The purpose of the Power of Two Tester (PoTT) applet is to find image files - the most common formats used in games, *.dds, *.jpg, *.png and *.tga - in a given folder of location associated with game development and content creation, making sure they are sized using the "power of two" rule. Folder contents are checked and 'bad' images listed. This is a web based web java applet that runs from a browser.
Constantly improving tool for generating normal maps, ambient occlusion and parallax displacement maps. Can be used for any game that supports the output. Requires .NET 2.0 on Windows XP machines (Web site link).
Non partizan (will render many different 'types' of image) normal map renderbump tool that allows you to render normal maps (diffuse and height) for both flat art work (textures) and 'skins' for characters and other '3D' artwork. Settings can be changed and modified from an in-application command line GUI.
As mentioned above, use this script to 'grab' text from gmax's 'Listener' output window. It's necessary because gmax has a locked limit on the amount of information you can grab from the listener in one go which forces you to do several copy/pastes running the risk of missing sections of the file.
Please Note : the current version of the Catalyst drivers don't necessarily require this tool as it's included as part of the installation process.
If you're using the more recent Catalyst drivers for the Radeon series of graphics products then you shouldn't really need to use this app as the 'Uninstaller' is included in the package and should take care of any previous versions.
If you do use this tool your computer system will want to reboot after uninstall, and if using Windows XP, will prompt you for drivers on reboot. You can 'cancel' this request and install new drivers properly where necessary after your system has booted correctly.

This set of reference blocks, v2, contains the following sizes as both a Blender file and separate OBJ meshes for use by level designers and modellers wanting reference blocks to check the scale of a model against when using id softwares game engines.
File includes; 1x1, 2x2, 8x8, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024 & NPC *.OBJ mesh objects and 1x*.blend file containing the same Blender mesh objects.
Considered by many as the tool for making normal maps from 2D art work. Although no longer free (there is a 30 day trail) it is the one application that is worth investing in for serious artists, especially if normal maps are a required part of the content creation process. Various licences are available - 'Education', 'Personal' and 'Professional' - note that Crazybump is the same regardless of licence.
Final version that was released to the public of ydnars much improved Q3Map2 compiler for use with games running on Quake 3 engine or that can use Quake 3 colpiled BSP files. The file is provided 'as is'
This is an essential tool for any serious level designer or modder. When running any game in windowed mode (so an instance of a game is 'floating' in the desk top) it'll often adjust the desktops 'gamma' (it's brightness) which has a tendacy to 'bleach' the screen. Setting QuickGamma up so it run at startup prevents or limits this adjustment.
If you're editing games powered by the Doom 3 engine then you'll need this particular version of the tool because later versions removed the specific filter used by Doom 3 to correctly compress normal maps to DDS. For information on how to use the tool read the creating DDS textures tutorial
To accompany the Removing DirectX article on the use and abuse of DirectX. Use at your own risk - it does work but you may find side effects if there is no DirectX API installed on a system as the Windows OS uses it. You should reinstal the version of DirectX that came with your OS installation disc. e.g. Win98/DX5, WinXP/DX7.
A infamous and all too frequent 'missing' DLL file associated with many games. Download and install to the location your problematic application is saying it should be.
Game Editing & Content Creation Tutorials Modders Hints & Tips 'Googled' FAQ Common Errors Messages Tools & Utilities RSS feeds YouTube Video Tutorials FileFront
Blender Artists D3W PolyCount Rough Rider QuakeTweaks SimLand Tram Design RtCW SP list NYArt cpdt