https://github.com/neumond/blender-md3
I use this for exporting. No import support.
Whatever objects are visible are exported to the md3 and indexed based on the order the exporter grabs objects in. Look in the blender console during export for the ordering. Only important if you are going to use SurfaceSkin, otherwise ignore.
Here are some exporting notes that ive been collecting for my project, if you like have a read:
// MODEL HEIGHT:
// The z-axis MUST be scaled by 1.2 of the x/y axis, or the model will be slightly squished.
// This occurs on widescreen 16:9 ratios. If gzdoom is ran on 4:3, then it will appear correct at 1.0 scale.
// Unfortunatly there is no way to scale correctly for both, so we will have to assume widescreen.
//
// E.G:
// If x/y scale is 1.0, then z is 1.2
// If x/y scale is 10.0, then z is 12.0
//
// FOR THE LOVE OF EVERYTHING THATS HOLY, REDUCE THE FRAMES TO 1 UNLESS YOU ARE ANIMATING
// -- Blender creates 250 frames BY DEFAULT, and the exporter will happily include them all
// which will blow your md3 file size up more than it should be
//
//
// EXPORTING WITH BLENDER:
//
// >> NEUMOND CONVERTER
//
https://github.com/neumond/blender-md3
// 1 blender unit = 1 zdoom unit
//
// Mesh size MUST be under the 16bit threshold, or an error will be thrown.
// This means that no single vertex may be *AT* +/- 512 units or greater.
//
// IMPORTANT: A NAMED material with a proper texture MUST be attached to each object being exported.
// Texture must be an image type, in uv mode, with the uv map field populated.
// Failing to do this will create an MD3 with NO UV data!
// MD3s with no UV data WILL crash GZDB, you have been warned.
// See:
https://wiki.blender.org/index.php/Exte ... Export/MD3
//
// >> PRE-SCALE YOUR UNITS:
// If your model meets or exceeds +/- 512 blender units on any axis, then you should scale your model down.
//
// A handy trick is to just divide the zdoom unit size you would normally use by 10.
// For example, 64 units becomes 6.4; 512 becomes 51.2; etc.
//
// Then, in the MODELDEF entry, scale the model back up to the correct size:
// Scale 10 10 12