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
#809 posted by JneeraZ on 2014/09/20 20:37:32
Windows 8.1, if that matters.
#810 posted by JneeraZ on 2014/09/20 20:43:52
Annnnd it's because I didn't have a skin file in the folder. Never mind, I have an output.mdl created! Continuing to play...
Sorry for spam.
No Worries
#811 posted by Preach on 2014/09/20 21:01:53
It's actually a useful touch of feedback, not just to hear that someone's making use of it, but it might actually be an indication that something needs fixing. There's meant to be code that handles the case when no skin file is present by adding a dummy skin, but it looks like it's not working. Possibly the bug is isolated to the pre-built version, and maybe it's the warning message that's triggering things. I'll test a bit and see if I can fix that...
#812 posted by JneeraZ on 2014/09/20 21:29:43
If you ever need a kidney or something, preach, let me know. Damn...
https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomModels.jpg
I never thought it would be this easy. I was procrastinating because the thought of Blender plugins and such was turning me off.
But this... THIS...
Yeah
#813 posted by ijed on 2014/09/20 22:15:16
I've pinned many hopes on this tool as well.
Thanks for the dedication Preach.
#814 posted by JneeraZ on 2014/09/21 00:43:41
So I'm messing around with model skins and I'll be damned if I can figure this out ... I loaded the Quake palette into Photoshop and I feel like I'm losing my mind.
I can't get the right colors to show up inside of Quake. I don't have a custom palette in any of my WAD files ... is this the correct palette?
https://dl.dropboxusercontent.com/u/161473/SeptQuake/palette.jpg
I either get black models or the colors seem shifted off by one row ... it's weird and I feel like I'm missing something obvious.
Is Photoshop not the right tool for painting Quake skins? It has to work, right?
I'm exporting an 8-bit, indexed PCX file...
It Seems Right
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