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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 ShoTro » Tue Apr 01, 2008 3:24 pm

Might be a stupid question, but is there any import for Quake MDL format models in Blender 3d?

Update: Nevermind, did a DXF export from qMe and then imported into blender just fine. A single frame is all I needed.

Does anyone know if the script ignores bones and just collects the mesh data? (Sorry at work, can't test anything too critical right now)

And does anyone have a link to the Quake1 color palette? Just the palette. Preferably in a format gimp can use.
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Postby leileilol » Tue Apr 01, 2008 3:50 pm

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Postby ShoTro » Tue Apr 01, 2008 4:13 pm

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Postby leileilol » Tue Apr 01, 2008 5:05 pm

unfortunately I have to use to convert to and fro mdl :(, because of this program's naggy existence it doesn't seem to encourage mdl tool development.
i'm sick of working with what crappy tools there are
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Postby Dr. Shadowborg » Tue Apr 01, 2008 5:09 pm

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Postby ShoTro » Tue Apr 01, 2008 5:25 pm

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.

Image
The result: ready to reanimate/edit/skin quake1 models.

Update 4: (drop into the palette directory in the Gimp/share folder)
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Postby ShoTro » Wed Apr 02, 2008 8:06 pm

Shoot everything that moves. When it stops moving shoot it again just for good measure.
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Postby ShoTro » Mon Apr 07, 2008 5:17 pm

Shoot everything that moves. When it stops moving shoot it again just for good measure.
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Postby motorsep » Fri Jan 21, 2011 4:51 am

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Postby leileilol » Wed Feb 23, 2011 11:34 pm

There's a different (and superior IMO) MDL exporting script
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Postby motorsep » Thu Feb 24, 2011 6:20 am

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Postby leileilol » Thu Feb 24, 2011 6:28 am

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Postby motorsep » Thu Feb 24, 2011 9:46 pm

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Postby Yingchun » Sat Aug 06, 2011 7:57 am

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 Jukki » Sat Aug 06, 2011 8:36 am

First time spam bot actualy somehow maaged to sta on topic O.o
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