Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
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PostPosted: Mon Dec 19, 2005 6:40 am 
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this is really a really really sweet exporter, have you submitted it to the blender dev forums yet for official inclusion into later versions of blender :?


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PostPosted: Mon Dec 19, 2005 4:12 pm 
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No I haven't, that would mean I have to update it in a schedule that not I decide, and it wouldn't be of much use to Blender users in general. Those that use Blender for Doom3 engine modding sooner or later stumble on this forum anyway and will be aware of this script.

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PostPosted: Fri Jan 20, 2006 11:35 pm 
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The script is updated and works with Blender2.40 only (or newer maybe).

It hasn't been tested extensively, if there you encounter any bugs please tell me.
Thanks to PaladinOfKaos for the getVertexInfluences workaround!

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PostPosted: Sat Jan 21, 2006 5:05 am 
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Yippe no more 2.36!


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PostPosted: Fri Feb 10, 2006 1:09 pm 
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Another update, for Blender2.41:
-Works with 2.41 only (or newer maybe)
-is a bit faster
-uses Blender241's new Pose-module (enables export of ik or other constraints without baking to IPO animations. If the artist knows how to use this, it can be really helpful I think)

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Last edited by der_ton on Mon Feb 13, 2006 11:58 am, edited 1 time in total.

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PostPosted: Mon Feb 13, 2006 11:31 am 
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Be careful when using the exporter, there is a bug in Blender that might cause trouble. Save your .blend before using the exporter, then export, then reload the .blend file, just to make sure. I haven't tested this but just saw a bug report about a blender function that this script is using, too:
http://www.blender.org/forum/viewtopic.php?t=8094

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 Post subject: blender2md5 problem
PostPosted: Sat Feb 25, 2006 2:49 pm 
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I'm try use the script and have some problems in an AMD x86_64 Architecture (Linux mandriva 2006 x86_64), the problem is the next
Code:
Traceback (most recent call last):
  File "<string>", line 114, in ?
ImportError: No module named os



The script can't import the python libraries , some idea????
(i've installed python24 and python23 blenders and pythons)

Thanks

PD: sorry for me english , i'm spanish user


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PostPosted: Tue Feb 28, 2006 4:35 pm 
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Hmm, have you checked if your python is configured as it should be? I have no experience with linux.
Do other scripts that use Python modules work? If not, you might want to check out the elysiun.com forum where they have a sticky thread about this stuff.
http://elysiun.com/forum/viewtopic.php?t=7723

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PostPosted: Mon Apr 17, 2006 11:16 pm 
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The first 10 posts have been the best...

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mcbeth wrote:
out of curiousity is it possible to do a md5general script for blender I use blender for modelling only at this time but for the sake of education It has been very useful for max, I have done walls that wiggle like jello with it


any chance this might have become easily doable with the armature mod in blender like the animation import now. I could try and learn python if I had some pointers

I want to play with blender RVKs for facial stuff.


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PostPosted: Sun Apr 23, 2006 6:06 pm 
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I don't know if the api updates facilitate this or not. My rough idea of how this would be done doesn't need the armature part of the api because you don't have to get any armature data out of blender since you don't care how the vertices are animated, you just sample the whole mesh each frame and save all vertices as md5-bones.

There's something like a getRawFromData() function (I might be wrong but it should be some similar name), that provides you with the raw blender mesh AFTER all animations have been applied. That's what has to be used for this exporter.

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PostPosted: Tue Apr 25, 2006 3:09 am 
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The first 10 posts have been the best...

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thanks I'll check stuff out and see what happens


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PostPosted: Thu Aug 10, 2006 11:00 pm 
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ok I'm a newb to this stuff.

I just installed the script and it shows up as doom3 md5 in the file export drop down list.

i've got a 4 window set up (top, side, front, camera) so the camera view IS visible.

I select doom3 md5 from teh file/export list. a window pops up at the bottom with buttons saying export camera, and wanting mesh and anim files. i set the mesh to my blend file name (its a simple one frame bishop chess piece) and I click on export. the screen flashes and thats it.

no md5 file to be found anywhere.

what am i doing wrong please?

and oh yeah...it DID trash my original blend file and i had to redo the bishop.


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PostPosted: Fri Aug 11, 2006 12:41 am 
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ok like i said im REALLY A NEWB to this......

when it asked for the mesh file I thought it was asking for SOURCE and not the destination and I was actually over writing my blend with the md5 file!

NOW my problem is.........it writes a 1k file and i gave it a md5 extension which q4 doesnt see, (just realized) so i renamed it to lwo and when i import it, i just get this little cube, not my model.

SO does this script create lwo files? All's im trying to make here is simple chess pieces that will be imported to q4 map. I tried making them directly in q4 and altho they look okay in the editor, they get anomlies in game do to requiring too much rendering i guess.

so can i get some help on this please??? thanks


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PostPosted: Fri Aug 11, 2006 3:25 am 
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the extension is *md5mesh* and *md5anim* not just *md5*. When you're exporting the mesh it;s obviously best to call it something else and then add the extension to the end; so 'widget.md5mesh' and 'widget.md5anim', that way the exporter won't overwrite anything and it'll create the correctly named file for you.

If the chess piece isn't meant to animate (using a proper skeleton) then export it out as a proper LWO or ASE file, don't bother with MD5.

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PostPosted: Fri Aug 11, 2006 5:17 pm 
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yes i saw where i could export as lwo afterall.........like i said, I'm new to this modeling stuff and don't have a clue.

i tried reading the tutorial on preparing blender object for lwo but it was over my head.

only took me like 30 mins to make my first piece and 10 for the second (in blender).

now all's i want to do is export the damn thing and it's apparently more complicated than just clicking on export!

oh and when i do just click on export as lwo? for one object i get a python script error and for the other i get a beep and screen flash. in both cases, a 0kb lwo file is created. (BTW, where IN THE HELL is "the console"??? Every time I get a script error, it says "see console".... I can find NO control to click on to show the console!)

Now, I am guessing that when you click on the export lwo file and it asks for the file name, it is asking for the DESTINATION and not the source? Wish the stupid program would automatically call the file the name of the project with the correct type of extension at the end, as a default, just like every other program under God's green earth!

sigh


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PostPosted: Fri Aug 11, 2006 5:46 pm 
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LOL ok, 1st things 1st. The 'console' in Blender is the DOS box that's open behind the main app window, if you minimise Blender you'll see it sitting in the desktop approx top left of the screen. Any errors etc are output there.

What version of Blender are you using?

You're probably best of using ASE for now as the way LWO materials need to be set up in Blender *is* a little confusing if you've not done it before (which reminds me, I need to get a video tutorial for this done).

ASE is much easier to do. Just model, UVWmap and texture the object as normal, triangulate the mesh (Ctrl+T) and then with it still selected run the script (make sure you use the right version).

Make sure you use a different file name than the one you're working on (it's just common sense to do this because as you've found you'll inadvertantly overwrite the source file if you're not careful) and append .ase to it. Just hit the button and you should be done.

From there on in read the prepping ASE models tute.

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PostPosted: Fri Aug 11, 2006 10:00 pm 
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MEGA thanks for your time and patience......the DOS window......DUH how stupid am I? never thought of that - although thinking it was just a bat file, I have tried closing it, thinking it wouldn't effect the main window....but of course it closes everything LOL.

I will try your steps..........just one question...does q4 see .ase files? mine only seems to see lwo's.

OH YEAH...........I'm using version 2.41

edited to say: just checked the file/export menu...no selections there for ase files...


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PostPosted: Fri Aug 11, 2006 10:25 pm 
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Ok i found teh ase exporter thread and copied and pasted that script into notepad, saved it as a py file and executed it with my pawn and bishop models.

I get the same error on both (wish I knew how to copy and paste from that console window):

SyntaxError: invalid token
File "<string>", line 380
mapTable={0:'*MAP_AMBIENT',1:............lists rest of line here

what's missing that I get this error?


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PostPosted: Fri Aug 11, 2006 11:15 pm 
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Grab the 2.37 script from my site and try that, I know that one does work becasue I use it all the time, the new script for 2.41 (also on my site) can be a little fussy for some reason I've not yet figureed out.

And yeah, I've done that with the DOS box... closed it and closed the main app!

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PostPosted: Sat Aug 12, 2006 12:37 am 
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KEWL!!!


It took two tries, cuz the first time i didnt have all selected (and it output a 0kb file as the result) but the second time it DID output the thing and I was also able to bring it into q4!

the only thing left now is to get the texture on it...i had used a default marble with a greenish color that was all supplied by blender, but in q4 its just solid red.

I tried following the uvmapping tutorial but that must have been written for an older version cuz some of the directions say press a certain key and this happens, and it didn't with mine. And that tutorial split apart a cubed and at one point said to select certain vertices...my objects are round pawns and bishops and I wouldn't know which vertices to select there.

When I hit f12, the objects look just like I want them to in q4 (although I just found out the size is tiny in Q4). All's that's left is for me to figure out how to get that green marble texture to go with it.

thanks again for getting me this far.


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