by CBM » Sun Oct 18, 2020 8:18 am
ahhh the blender monkey head
I am learning blender and looking forward to use this exporter to export models for use in gzdoom
as much as I love maverick, it is still limited compared to blender.. even the most recent version that is only available for those who downloads the latest sourcecode and compiles it (it supports attaching models to tags like adding weapons to quake 3 player models for example)
does it have an import function and can it create and attact tags to a model for weapons etc (tag_head,tag_weapon etc)
does it need to use skeleton animations and does it translate those to mesh animations when saving as md3
(it will need to translate any skeleton animations to mesh animations, since md3 does not support skeleton animations)
can it create gzdoom data files?
or could I expand it to have that functionality?
(modeldef, textures, decorate)
and what about sounds and sndinfo?
does it support animations?
what version(s) of blender does it need?
does this or blender support smooth transitions between animations? so one can cut down on the nr of req animations
in theory with an existing doom 2 monster as a template, it could export a pk3 file ready for use in gzdoom along with the regular md3 file
then modders could group the pk3 files they want in another pk3 file
ie
template monster
spawn,see,death,xdeath,missile,melee,raise, yes,greetings,no, custom anim frame start
spawn,see,death,xdeath,missile,melee,raise, yes,greetings,no, custom anim frame end
...
name
health
melee type
ranged type
flying speed
walk speed
...
if need be the sounds could just be the standard set that then could be selected based on the template maybe with customizations... ie if- a monster is based on zombieman but has a chaingun and thus needs shooting sounds from chaingundude
seems I can not postpone learning Python any longer