Game Editing > Scripts & Support
[MD5] EXPORT script for Blender 2.6x (OPEN)
majki:
Okay, I hope there are still here ppl reading this.
I installed script in Blender 2.69. Created simple plane, UV mapped it and assigned 1 texture to it. What I want it to export it as MD5 and load into idtech4 with DarkRadiant as level editor to be level geometry.
During export, I checked only "mesh" box and I got this error:
What Am I doing wrong?
My aim is - build level for idtech4 made not with brushes, but with models created in Blender.
kat:
You need to have a basic rig and associated animation available for the script to produce a proper (usable) MD5, even on simple meshes. Regards building the level from models, you may need to make extensive use of portals and may need to caulk hull the level to prevent leaks. Aside from that it should be OK.
majki:
So I can't just export ie building? I have to add rigs? I'm not into animation in Blender - are there simple few steps I should follow? Just for idtech4 needs?
kat:
It's not really a question of not being into animation, rather making content that caters to a specific purpose or function. You can facilitate certain types of 'events' using static meshes, say a light fixture that changes colour, those are typically ASE, OBJ or LWO meshes and just a simple show/hide script triggered event.
On the other hand if you wanted a structure to perform more complex operations you might then need to use MD5 or 'dynamic' content - with or without an animation; this might mean the skeleton acting as a basis upon which 'ragdoll' responses to player intiated events ir based - lamps hanging from the ceiling which move when shot are MD5, the skeleton allows for that type of movement where only a single frame 'idle' animation might be needed.
For a building then, a static or 'world' object, that does nothing, it's best to use the aforementioned ASE, LWO or OBJ.
majki:
Hm... So for pure level editing - md5 is not needed? That makes things easier.
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