Hey thanks Dr. Shadowborg and Leileilol. For the palette there was a converter out there so I got it working pretty fast. I am trying to figure out how the best way to import would be, frame by frame seems to work fine for what I am doing since I am looking at the characters geometry and scale Vs my models, and would like to modify existing creatures into new ones.
I have been working with the exporter, took a bit of tweeking to get it to work, but can now see what all I can do with it... even if it is exporting frames then recompiling them using qMe or something, just that blender is SO much easier to work with.
Also, you can use a skeleton with the models, just requires that you "make real" the pose you currently are on. Meaning, you need to have a base model then pose each frame, then make the pose real to the verts. I need to work on this a bit more, maybe there is a way to animate then convert each locked frame for the verts.
Not sure why, but I keep getting a
warning that I am exceeding the number of verts on the original (minus a few verts) zombie model. Not sure what is going on.
Update 1: Actually did a "by hand" conversion of the palettes. Took like two seconds, I will post a link as soon as I get home. The converter was changing some values.
Update 2: Apparently when exporting a frame in qMe to DXF format it creates about 10 copies of the verts... doing a remove doubles on the verts in Blender3D fixes the problem with the verts, but not the 10 frames of animation with the export script. Might be the DFX format, need to test that. Or is that the default script doing that? What format is the script in?
Update 3: Quark does an excellent job of exporting to Quake 2 format so that Blender can read the files. Not sure why I am getting memory address errors in qMe when viewing it after export
(fixed it), but viewing in most other applications seem to work fine.
Using Paint.net and a PCX Plug-in () to convert the Quake 2 skin into a PNG for use in blender. Works perfectly.
The result: ready to reanimate/edit/skin quake1 models.
Update 4: (drop into the palette directory in the Gimp/share folder)