Game Editing > Scripts & Support

[MD5] EXPORT script for Blender 2.6x (OPEN)

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kat:
OK, a fix came in via NB - cheers matey.
Download the fixed MD5 export script from the downloads page. Or open the script in a text editor and find line 848 or the below text;

--- Code: ---WindowManager.add_fileselect(self)
--- End code ---

Replace with;

--- Code: ---WindowManager.fileselect_add(self)
--- End code ---

kat:
OK, a fix came in via NB - cheers matey.
Download the fixed MD5 export script from the downloads page. Or open the script in a text editor and find line 848 or the below text;

--- Code: ---WindowManager.add_fileselect(self)
--- End code ---

Replace with;

--- Code: ---WindowManager.fileselect_add(self)
--- End code ---

mikshaw:
Blender 2.57 will be using Python 3.2, and will require another set of changes.

What I've gathered so far:
bl_addon_info is now bl_info
to_quat is now to_quaternion
3rd-party scripts are added to scripts/addons/ instead of scripts/io/
there is some difference in the register and unregister of addons

I've gotten Blender 2.57 to load the add-on into the menu, but there's no way I have the knowledge to make it work.


kat:
Oh not again! I knew they were going to do something like this when I saw that effing folder! I'm guessing this is going to be across the board right? ASE, MD3, MD5 (here) et-al? To be honest I think we're going to have to throw the scripts open to the community to fix up from here on in as the various authors have all gone MIA and I certainly don't know enough programming or scripting to know my donkey from my elbow. I really do wish Blender would find a formula and stick to it, changing things around each iteration doesn't help build a solid user-base. Sorry had to rant that one out there ;D

Oh, and... welcome by the way and thanks for posting the info lol!

mikshaw:
I've started reading up on Python, but I'm sure it will be a while before I'm able to do anything useful with it.
Lua I can do, to a point, and Python doesn't look to be terribly different, so hoping it will be relatively easy to pick up.

I should mention that when I started using the exporter for Blender 2.5, the resulting md5mesh was missing a line (// meshes: meshname) that is necessary for proper placement of textures in Sauerbraten.  So I changed line 130 to look like this:
buf=buf + "mesh {\n\t// meshes: " + submesh.name + "\n"

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