Quake .mdl

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Galaxy_Stranger
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Re: Quake .mdl

Post by Galaxy_Stranger »

So Nash wrote a shitty exporter?
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Dark-Assassin
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Re: Quake .mdl

Post by Dark-Assassin »

I use a different MD3 exporter that works fine in any regard I can think of, even embedded texture paths. Though I'm completely outdated.
Blender MD3 Import/Export 2.42 from http://www.katsbits.com/tools/#md3
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Nash
 
 
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Re: Quake .mdl

Post by Nash »

Galaxy_Stranger wrote:So Nash wrote a shitty exporter?
Dark-Assassin wrote:I use a different MD3 exporter that works fine in any regard I can think of, even embedded texture paths. Though I'm completely outdated.
Blender MD3 Import/Export 2.42 from http://www.katsbits.com/tools/#md3
A) I did not write it; I just edited an existing Quake 3 exporter script. Can't remember exactly what I changed but it just made the files more relevant for GZDoom. I didn't change much of it anyway. I think it was more related to object scale, model orientation and things like that.

B) The script I based my work off is exactly the one from that Katsbit link, which means embedded texture paths were already working all along for GZDoom exports.

C) Even if I did write the code for my own GZDoom exporter - why the fuck would I bother with bounding boxes if GZDoom isn't going to use them? :P
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Kappes Buur
 
 
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Re: Quake .mdl

Post by Kappes Buur »

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MetroidJunkie
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Re: Quake .mdl

Post by MetroidJunkie »

Nash wrote: C) Even if I did write the code for my own GZDoom exporter - why the fuck would I bother with bounding boxes if GZDoom isn't going to use them? :P
Even just the ability to have length and width instead of just "radius" for the Doom bounding box would be nice rather than require all Doom objects to be squarish from the top.
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Nash
 
 
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Re: Quake .mdl

Post by Nash »

That's a Doom engine problem and I don't think that's easy to change at all, short of just writing a new game engine.
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MetroidJunkie
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Re: Quake .mdl

Post by MetroidJunkie »

Fair enough, guess I should just be grateful that the more advanced source ports have height actually matter so they aren't infinitely tall.
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