Game Editing > Scripts & Support
[MD3] EXPORT script for Blender 2.5+/2.6+
kat:
Can you copy/paste the data from each file, or post them for inspection?
motorsep:
IQM and MD3 files?
http://www.kot-in-action.com/files/flag_joint.zip
dmc2143:
--- Quote --- rgbGen lightingDiffuse
--- End quote ---
This is some feature of the engine you use??? I would be checking with the developers to see is you can control the diffuse or other values. I know nothing about the IQM format, this may just be another shortcoming of the very old md3 format. Look to other games from your engine to see if this works correctly for any md3s. Might be someone else has found ways to fix it.
kat:
MD3 are usually 'vertex lit' (they're are 'shaded' meshes).
@motosep: This looks like it could be a problem with mesh smoothing. Might be that IQM support vertex splits for that purpose, iirc MD3 applies a single grouping value to everything so it'll weld vertices together where it finds them co-incidental to each other, breaking any 'groupings' ('Sharp' marked edges for us Blender users).
Did you use or apply edge-split and/or apply the modifier before export? You might need to 'force' splits into place using the "Separate" function (select and press "Y").
motorsep:
This is a standard shading language of Quake 3. Darkplaces engine support almost all of Quake 3 shaders functions. As I actually work with MD3, I'll see if the issue will persist or will be too much noticeable on actual models.
Do you have a sample .blend file with a flag that you exported successfully into MD3? Could you share it please?
I am also wondering if there is a way to loop cloth sim in Blender..
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