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InsideQC Forums • View topic - Blender MDL export

Blender MDL export

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

Moderator: InsideQC Admins

Postby Preach » Sat Feb 09, 2008 10:47 am

Arrrghghgh in some ways blender is a little annoying. For instance, they have a built-in function for creating gui buttons/gui menus. One of the parameters it takes is the "default" value, which all sounds great and sensible. The problem is that in order to redraw the gui, the function to create the button is run again, which resets it to it's default value! The only workaround I can find is to pass the known value of the button as the default value parameter of the create button, so that every time it's redrawn it's recreated with the default value it's already known to have(I later found this is what the working buttons in the gui were already doing). Of course, none of this is documented in the blender manual, presumably because writing that up would cause the developers to die of embarrassment.

So, new version of the script is up at

Features this time are added are:
*Scale button now works.
*Added a flags parameter. At the moment this is just a number entry field, if people really need I could change it to a series of toggle buttons for each flag. There's no way to make check boxes in the standard package.
*Added UV fixing options. Translate UV's means that UV's outside the range are moved up/down by skinwidth or skinheight until they are in the range [0,skin(height or width) - 1]. This is useful if you find the uvs are aligned up with the skin, but in the range [-1,0].
Clamp UV's just moves any points which are out of range to the nearest edge of the skin, so if it's at -5 it gets moved to 0, if it's at skinwidth it gets moved to skinwidth - 1.

As a promo, I spent 30 mins converting one of those sweet TF2 low poly models to mdl format. The time consuming things were duplicating the polys that should be double-sided and making a conversion of the skin to the quake palette, once you use the blender "Consolidate onto one image" function the actual conversion is painless.
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Postby motorsep » Sun Feb 10, 2008 7:43 pm

What flags are "available" for mdl / md3 models? And what do they stand for?
Regarding that SMD exporter. Besides the fact that it's very broken, it also doesn't work properly with advanced rigs. It works fine probably with simple Forward Kinematic rig, but when you have various constraints and IK for your rig (and multiple meshes per rig), it screw things up :(
It would be much appreciated if you could look into it, Preach. Pleeeaaasseee :)
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Postby motorsep » Sun Feb 10, 2008 7:45 pm

Wow. That dude looks cool. Where can I download TF2 low-poly models (I assume they can be imported into Blender for dissection)?
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Postby Preach » Sun Feb 10, 2008 7:59 pm

The TF2 models are being dicussed in . There's a obj importer for blender that handles them just fine(aside from two sided polygons.

The flags are for setting trails and rotation on models, see the bottom of for a table of all of them.
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Postby motorsep » Tue Feb 12, 2008 7:00 pm

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Postby leileilol » Tue Feb 12, 2008 9:07 pm

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Postby FrikaC » Tue Feb 12, 2008 9:33 pm

FrikaC
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Postby motorsep » Tue Feb 12, 2008 11:21 pm

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Postby leileilol » Wed Feb 13, 2008 4:10 am

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Postby leileilol » Wed Feb 13, 2008 4:41 am

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Postby Preach » Wed Feb 13, 2008 9:37 am

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Postby leileilol » Wed Feb 13, 2008 9:44 am

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Postby Urre » Sun Mar 23, 2008 2:49 pm

I was once a Quake modder
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Postby Preach » Sun Mar 23, 2008 2:58 pm

Try this:



Let me know if this also works with bones, I'm looking to see what it does different. One thing it does is applies the global transformation matrix to each vertex, so I'll do that next time. But the only other thing it seems to do differently is use the depreciated "NMesh" rather than the current "Mesh" API. Hopefully that isn't the key to making animation transforms work...
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Postby leileilol » Mon Mar 24, 2008 3:01 am

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