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Asking for a general guide/discussion for Blender and MD3s

#1

I started this thread because i think it would help me and other people with the same request: learning to use blender and work with md3 files just for simple operations, for example creating boxes/spheres/simple models, using export/import in the right way , or adding an animation to an enemy, or removing a body part etc.

I see Blender is an immense software, but i'm scouraged to be a master in 3d modelling and Blender user (or other programs) just to export a textured cylinder into a MD3 file. Moreover, tutorials on internet could be old or hard to find (and i'm not english/american, i have also difficulties to understand some steps). What i'm searching for is a place to put questions and answers, tips, things to know before starting and so on, hoping our modelers, HRP contributors and all experienced people would help .


Just an example, to make you understand...
I use blender 2.61 and i'm able to compile scripts into blender after phyton installation and environment variables setup.
I create an uv sphere from mesh list, then i convert all faces into triangles (or the exporter won't work) , add an UV map (just "spacebar -> add UV map") and export it with the latest md3 exporter script (posted into tutorial section)... then i put the md3, a texture and the .def file into eduke folder and i run the game.
The model works, but the texture is messed up (it seems to be "too big" for the model).
I also tried the same thing with flat square model and the stripper .obj from BabeSDK (hoping it worked because not made by me), with the same result.
Texture files are just 256*256 jpgs or pngs with lines and colors, just for test purposes. Pngs with transparent zones make the model invisible.
What is wrong ? I think there is something to do during the process, and i don't know it.
I admit i could be a totally dumbass and totally wrong at understanding what to do... And sorry, my english is not perfect...


I hope this thread is a good idea...

This post has been edited by RichardStorm: 14 July 2012 - 08:59 AM

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#2

'lil bump...

This post has been edited by RichardStorm: 16 July 2012 - 05:41 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3

Look up UV unwrapping tutorials for Blender. I know if you have the UV dialog in one panel, and the object view in another, and you enable Edit Mode, the object's faces should spread out on the texture and show you what is happening.
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User is offline   Tea Monster 

  • Polymancer

#4

This thread covers a lot of it: http://forums.duke4....s-into-eduke32/

And try the tutorials and resources thread that's stickied at the top.
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#5

Thank you about UV mapping, now i'm able to do this:

Attached Image: screen1.jpg

But when i export the MD3, the problem in Eduke is still present... did i miss something or is this a bug ?
Edit: I'm reading there are some 2.5/2.6 md3 exporters with some bugs right when exporting UV map...

This post has been edited by RichardStorm: 18 July 2012 - 04:16 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #6

Are you using Drek's exporter or a different one?
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#7

Yes, from here
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User is offline   Tea Monster 

  • Polymancer

#8

I've put a pretty detailed post with instructions on how to export to MD3 from Blender 2.62.

Its here.

Step 7 describes your UV issue.

This post has been edited by Tea Monster: 18 July 2012 - 12:08 PM

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#9

View PostTea Monster, on 18 July 2012 - 12:05 PM, said:

I've put a pretty detailed post with instructions on how to export to MD3 from Blender 2.62.Its here.Step 7 describes your UV issue.

7. [...] Under 'Property Name' type "md3shader". Under 'Property Value' type in "model/s.jpg" If you don't do this your UV map won't export.



Damn, what kind of sorcery is that ? Yeah, i could read that post... but where else ?

Anyway ... great, now it works ! Attached Image: screen.jpg

Thank you !
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User is offline   Tea Monster 

  • Polymancer

#10

It's not Sourcery, it's Pythonry :(

Glad it worked for you. I just didn't want to cross-post all that in multiple different places.

Drek, our resident md3 script wizard, has a new and improved version, I'm just waiting on it and I'll post it (or he will).
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#11

I exhume this thread just for a second...

How to set different "surfaces" for texture in blender? ( I mean what in Defs is "surface0", "surface1" etc )
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User is offline   Tea Monster 

  • Polymancer

#12

Here is the def file for one of the monsters. Where it says 'surface 0', 'surface 1' etc is where you define the sections of the multi-part MD3. In Blender, the different parts should be separate objects (they can also have their own separate UV maps) within the blend file.

When you export the MD3, you can check which order they parts are in by loading them up in Npherno's MD3 Compiler. The order they appear there is going to be the order in your def file. It helps to name your Blender objects with something that will let you know what each object is, otherwise you will be trying to determine what 'blahblah.001' is.

The number starts from '0' and progresses onwards. I don't know what the limit of sections is. The most I've used is 4.

// Cycloid Emperor (2710)
model "highres/sprites/monsters/2710_cycloid2013.md3" {
scale 6 shade 3

glow { surface 0 file "highres/sprites/monsters/2760_body_g.png" }

skin { pal 0 surface 0 file "highres/sprites/monsters/2710_body_d.png" specpower 1 specfactor 1 }
specular { surface 0 file "highres/sprites/monsters/2710_body_s.png.png" }
normal { surface 0 file "highres/sprites/monsters/2710_body_n.png" parallaxbias 0.0 parallaxscale 0.0 }

skin { pal 0 surface 1 file "highres/sprites/monsters/2710_armour_d.png" specpower 1 specfactor 1 }
specular { surface 1 file "highres/sprites/monsters/2710_armour_s.png" }
normal { surface 1 file "highres/sprites/monsters/2710_armour_n.png" parallaxbias 0.0 parallaxscale 0.0 }

skin { pal 0 surface 2 file "highres/sprites/monsters/2710_limbs_s.png" specpower 1 specfactor 1 }
specular { surface 2 file "highres/sprites/monsters/2710_limbs_s.png" }
normal { surface 2 file "highres/sprites/monsters/2710_limbs_n.png" parallaxbias 0.0 parallaxscale 0.0 }
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