Negative Scale
#784 posted by ijed on 2014/08/22 14:31:25
Is a bitch.
Think That's Fixed
#785 posted by Preach on 2014/08/22 20:58:40
I'm gonna put a proper post on the blog later on, but for now grab the patched version
http://www.quaketastic.com/files/tools/windows/misc/md3tomdl-0.4.zip
Works But...
#786 posted by Qmaster on 2014/08/23 07:00:09
The mesh itself is healthy, but the offset from the origin is getting doubled. If the md3 is 16 units from the origin the mdl will be 32 units away (regardless of axis).
I noticed you added in " + f.org[0]" in mdlexport.cpp (line 215) which I'm assuming is what fixed the origin mix-up. See line 7 in md3import.cpp where you already added this to the frame.mins and frame.maxs... so is this doubling it?
Psst...if I don't actually even have any line for a skinfile in the compile txt then it crashes (yes I know I'm a basket case).
I'm thinking that writedummyskin(mdlfile) doesn't actually get called if skinfile == "". I guess it's something to do with !q1skin.height not being true in mdlexport.cpp->export_to_mdl{} (see Line 147)?
I'd try compiling it myself with some trial and error, but I haven't bothered to install any c++ IDE at the moment.
...
#787 posted by Qmaster on 2014/08/23 07:06:27
Thanks by the way! It's awesome to get such quick feedback. You're a real coding guru around here, it means a lot that you can do all of this. You're the best!
Working Through It
#788 posted by Preach on 2014/08/23 15:53:54
I'll try and fix all these things before I put 0.4 up. got a favour to ask first though: my tools don't ever create MD3s with an origin key to test, and I could really use a specific pair of models here. Could you send me two MD3 models, which are identical except for having different offsets? Like maybe 32 units from the origin on one, and 50 units on the other. It will make it easier to spot the doubling taking place. Thanks!
The skin issue is due to me failing to initialise some values properly, looks like it works in my local copy now!
#789 posted by Spike on 2014/08/23 18:00:42
the 'q3_frame.org' field in the frame info is strictly a culling origin. apparently it can also be used for fog. It will not move the mesh up/down, unlike mdl.
using it to determine either the bounding box or the verticies is a bug. probably you should ignore it completely (in theory, you'll find a decent model has it set to the center of the frame's bounding box).
@Preach Check Your Email
#790 posted by Qmaster on 2014/08/23 19:25:45
Thanks For That Spike And Qmaster
#791 posted by Preach on 2014/08/24 00:40:37
That would explain everything, the correct fix (deleting the org stuff from the bounding box, not adding it to the vertices) is in place and the robot now hits a minimum of -24, which I assume was the intention. Here's a link to the new 0.4 download, once I hear a thumbs up from Qmaster I'll update the blog.
http://www.quaketastic.com/files/tools/windows/misc/md3tomdl-0.4.zip
Uh...
#792 posted by Qmaster on 2014/08/24 05:14:22
I'm not getting any different results? Maybe you uploaded the wrong exe or something? I deleted all md3tomdl's on my end and redownloaded again, but it still doubles away from the origin, and there's still the wierd crash without a skinfile line (not that it matters much, I have skinned it now, but it's nice to have for robustness). I checked the source code that you provided and it looks like you fixed it for both cases, but the actual exe doesn't seem to have the changes?
Dunno what's up.
Alright Althea
#793 posted by Qmaster on 2014/08/24 05:53:37
I'm going to the source. I think Preach's program works fine enough for his workflow...it's blender's exporter that doesnt provide a similar md3 file. From what I've read, Pop'n'Fresh's md3 exporter for gmax determines the bounding box for each frame. I found the source code for it here: http://forums.duke4.net/topic/1065-md3-exporter-for-3ds-max-2010-x86-and-x64/ I'll check it out when I get a chance and compare it with the katsbits exporter for blender. I might have to modify the blender exporter to match the gmax one. Translating from c++ to python here so wish me luck.
Wrong Datestamp
#794 posted by Preach on 2014/08/24 10:54:29
Thumbs Up!
#795 posted by Qmaster on 2014/08/25 04:07:43
All good. Animation is working fine too so far! :)
#796 posted by JneeraZ on 2014/09/05 17:47:54
So what's the easiest path for someone who wants to make a static prop to get it built and into Quake in MDL format? I saw, to my surprise, that Milkshape is still selling full licenses (wtf?) and I'd like to stay legit if at all possible.
Blender?
#797 posted by ijed on 2014/09/05 17:49:17
I know Gb got a pipeline to get models from it into Quake.
#798 posted by JneeraZ on 2014/09/05 17:55:55
Oh neat, will check that out...
#799 posted by Spirit on 2014/09/05 18:03:50
http://quakeforge.net/ has a Blender plugin, taniwha is super nice and helpful in case it should not work.
#800 posted by Lunaran on 2014/09/05 19:58:22
If you have Maya at home I've written some python doodads. They go through a hacked modelgen.exe atm but I'm planning on merging it with Preach's pymdl so it all works within Maya.
#801 posted by JneeraZ on 2014/09/05 20:36:59
The blender route seems the most sane at the moment ... I can still make the model in MODO and then just export/import into Blender and spit it out from there. I hope!
Blender Is Your Best Bet
#802 posted by Qmaster on 2014/09/11 00:29:02
Of course I'm totally biased toward blender but I'm biased for a reason, it's awesome. I was considering looking at creating a blender addon using Preach's qmdl python package since all of blender's addon's are scripted in python, but it currently has an md3 exporter which works nicely with Preach's md3tomdl, especially for static props (don't forget to unwrap them before using blender's md3 exporter! got my goat several times for that one)
Seconding Taniwha's Blender 2.6x MDL Script
#803 posted by lei-lei on 2014/09/11 01:50:53
Exporting directly to it just feels so... liberating. No annoying conversion pipelines in between, no messing with qME to import a skin, etc.
There's a MD3 script too, but it has a horrible 'auto-scale' which makes my models too big by default having to input the manual scale to 1.00001 every time to turn that off.
There's also a nice ASE exporter script for q3map2 use, however it shits the UV on certain turned edges. Trial and error for that
Blender Direct To Mdl Export
#804 posted by Qmaster on 2014/09/15 13:34:11
You know I started trying it and I'm hooked on direct export to mdl. The only thing I haven't figured out is how to get it to export in a different palette. No matter though since darkplaces has a skin override feature: mymodel.mdl_skin0.pcx
Weapon Model Orientation Scale
#805 posted by Qmaster on 2014/09/15 13:37:26
I'm hoping to avoid the time to trial and error....what axis should weapon view models look down?
And how should the view model be positioned relative to the origin?
New Fbxtomdl
#806 posted by Preach on 2014/09/20 19:14:36
For anyone who's using the fbxtomdl converter to get their model fix on, there's a new version out at:
http://tomeofpreach.wordpress.com/qmdl/fbxtomdl/
Like the past few updates to md3tomdl, the changes are minor refinements rather than new features. The main bug this one nails is inaccuracy when converting skins - the UV coordinates are now always snapped to the centre of the pixel they lie within. The other changes relate to the latest version of the fbx library - the code has been made compatible and the pre-compiled version has been upgraded to include it.
#807 posted by JneeraZ on 2014/09/20 19:43:14
Does this .. I mean, it looks like it directly converts FBX files ... yeah? OH man. Going to play with this...
#808 posted by JneeraZ on 2014/09/20 20:37:03
Damn it. I'm terrible at this stuff. I think I installed stuff correctly but I get this error when running it:
https://dl.dropboxusercontent.com/u/161473/Misc/Bugs/FBXToMDL.jpg
Here's the FBX file but I don't think it's related ... is it?:
https://dl.dropboxusercontent.com/u/161473/Misc/Bugs/Q_Plaque.fbx
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