Game Editing > Scripts & Support
[MD3] EXPORT script for Blender 2.5+/2.6+
motorsep:
I have texture applied in the UV editor (that's what I always do, because I need to see it in the viewport) and I have material applied because that is a requirement of IQM exporter.
If someone would ever write about md3shader in the docs or ReadMe, I would probably have that ;) So, no, I don't have that and I am not even sure where to set that and how.
I never applied anything with the name NULL to the mesh.
There is a good model viewer called Noesis, it loads MD3, but it seems like there is no UV map nor there is a shader/texture. It's just a mesh.
kat:
Try the MD3 Model Tool from here (Splash Damage forums) see if that gives you the same issue. If it does then you definitely know it's an issue with the export output from Blender (always worth double checking to make sure).
motorsep:
Thanks, tried it. I see that the surface name is as I named it in Blender (so using skin file would solve the issue of the NULL shader). I see the shader name is NULL and I know that UV is jacked. So it is definitely exporter issue.
I am using Blender 2.59 and I am almost sure that anything UV related should be the same as in 2.60 and 2.61. I will give exporter a shot in Blender 2.61 (as we all know 2.60 is really buggy and thus I skipped it) and it I get the same results, I would appreciate if the author will take a second look and fixes the issue.
dmc2143:
In object mode. Under propereties menu (yellow cube icon). Very last menu selection is custom property. You need to assign the custom property name "md3shader" set value to YOUR_SKIN_NAME.EXTENSION (eg. my_cube_skin.tga)
I assumed this was known because it has been this way since Xembies original exporter for 2.5. I will have to write something up one of these days.
motorsep:
\o/
It worked, thank you. Now I have another question.
http://farm8.staticflickr.com/7005/6488319119_15b02c07a8_b.jpg
The left cube is IQM, the right cube is MD3. They both use the same shader:
models/flag/flag_joint
{
{
map models/flag/flag_joint.tga
rgbGen lightingDiffuse
}
}
However, as you can see, shading is messed up on MD3 model (both models are spawned dynamically, as if those were weapon models for example). Even if I don't apply the shader listed above, and both models use the texture directly, I still have that shading issue.
Any clues? Any idea if that can be fixed?
Thank you.
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