Game Editing > Scripts & Support

[MD3] EXPORT script for Blender 2.5+/2.6+

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dmc2143:
I am saying it's worth a try now. You will need to bake the physics to the timeline. properties>physics
I've done one simple physics test, a multi subdivided plane cloth falling onto a sphere and draping itself around the sphere. It exported to md3 just fine.

ADDED: Yes, I have exported a md3 flag with wind physics applied to a cloth / soft body plane.

About shape keys, I just did a test with 6 different keys and got errors, so Kat has the right of it. It appears to be a limitation in the md3 format itself. Untill blender can bake shape key animation data (if ever) we may be stuck on that one. Trust that I will be looking into it, there may be more treats to 2.6 yet.

motorsep:
I am using this exporter with 2.59 and I get no error. However, I am getting shader error upon loading my MD3 to the game:

models/flag/flag_joint.md3: could not load texture "NULL"

Here is export log: http://pastebin.com/ffsGQ0Yk

The model is simple box, no bones, no anims.

P.S. I don't have MD3 viewer for Linux and JavaMD3 viewer doesn't work / nor it wants to compile. Thus I can't check the model any other way, but loading it into the game.

Thank you.

kat:
Two things to try, see what they do;

* switching the "/" to "\"
* remove the *.tga extensionIn the same boat as you though, JavaView doesn't work on Windows 7 :o(

motorsep:
same result - not working. Getting same error on model load and because of that model is not being rendered in-game.

kat:
Hmm.. looking at that data you posted again, a couple of other things stick out to take a look at. Try exporting a much smaller number of frames (less than 100, 99 or below); I can't remember off the top of my head but I recall there being a frame limit by which MD3 went a bit wonky afterwards. If you're using the same engine as before (Dark Places?) again check to make sure there are no frame limits in place.

Also try exporting the mesh without the "_" in the name, "flagjoint" or "flag-joint" at a push; underscores ("_") are another caveat with MD3. Again check any limits with the engine your using though. I know these aren't obviously related to 'shader' errors, but as we know problems and messages don't always tally up.

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