Game Editing > Scripts & Support
[MD3] EXPORT script for Blender 2.5+/2.6+
motorsep:
no no.. That's not it.
I made a skin file where I assigned a shader to the mesh: mesh_name,shader_name and I can see the model in-game now. But UV's are wrong. I exported using scale in the exporter's GUI.
kat:
How are the UV's screwed up? Are they inverted, flipped, totally scrunched up and all over the place? Each 'symptom' has potentially different fixes - might be as simply as flipping a texture upside-down or left-to-right, or more likely, modelling actual size and not using the script to scale on export (that never really been a good way to model and export content for games as you know).
motorsep:
On the left - MD3, on the right - IQM :
http://farm8.staticflickr.com/7154/6483822233_859c80be09_b.jpg
MD3 should look like IQM. It's the same scene in Blender, just exported into 2 different formats.
dmc2143:
Do you have md3shader defined as a custom property for the object? Somehow the UV coordinates aren't getting exported. Unless you've named your shader "NULL" it is a sign that UV texture is being ignored by the script for some reason.
kat:
Are you creating (and assigning) full a Material to the mesh rather than skipping that and applying the texture directly to the unwrapped UVWs?
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