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Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Oct 27, 2008 9:17 pm    Post subject: Reply with quote

Spike wrote:

Sounds like 2.48 isn't compatible after all.

It works (I've just tested it).


They're just doing something stupid like trying to open an unsupported format such as BMP GUESS WHAT IF IT DOESN'T DISPLAY IN BLENDER FIRST IT DOESN'T WORK AT ALL
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DireBetaFiend



Joined: 18 Aug 2008
Posts: 10

PostPosted: Mon Oct 27, 2008 9:26 pm    Post subject: Reply with quote

IT DID DISPLAY
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Mon Oct 27, 2008 9:34 pm    Post subject: Reply with quote

yea, i was trying to use bmp thats probably the issue, like i said i dont know blender so i dont know the things that hold it back...
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Tue Oct 28, 2008 3:03 am    Post subject: Reply with quote

Works for me as well. I have a player files in .max that has animations. I have saved all 142 frames into .3ds and imported them to Blender and exported to .mdl. My Troubles now are linking the 142 .3ds files into an animation for blender to write out a animated .mdl Wink
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Oct 28, 2008 5:07 am    Post subject: Reply with quote

r00k wrote:
Works for me as well. I have a player files in .max that has animations. I have saved all 142 frames into .3ds and imported them to Blender and exported to .mdl. My Troubles now are linking the 142 .3ds files into an animation for blender to write out a animated .mdl Wink

Why are you even touching the .3ds format? There's some fine MD3 import scripts available for Blender, which can import md3 animations, and OMG?! EXPORT MDL!?! HOLY CRAP

as for md3 export 3dsmax plugins, theyre hard to find. the working ones that is. 3dsmax is so crap and isolated between versions it's hard for compatibility to be maintained
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Tue Oct 28, 2008 3:06 pm    Post subject: Reply with quote

leilei not everyone uses blender or has used blender. but its nice to hear we can animate in md3 then export to mdl using blender. each time i hear something about blender i start to like it more.
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Tue Jan 20, 2009 5:48 pm    Post subject: love the tut Reply with quote

gratzi. love the noob bashing. that's what noobs are for: bashing
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Sat Jul 25, 2009 2:56 pm    Post subject: Reply with quote

In 2.49 you seem to be able to assign textures like this:
Load an image into the UV/Image editor
F6 (Shading -> Texture Buttons)
Add new textures, texture type "image".
Select your image.

Now the model exports, but with no texture. Well, that is more than not exporting because there is no texture.

edit: It seems you also have to F9, UV Texture -> New, paste Tex string here.

edit2: This works well: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

Careful, the image in this tutorial is in a bad size. Resize it to 400x200 or you will end up with a bad model (crashing most engines).

PS: http://s1.image.gd/o/9e/9efae6d5071879353ac40567018bc5c276352550.jpg (not my model) Smile
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Sat Jul 31, 2010 10:02 pm    Post subject: Reply with quote

When i try to export my blend file as .mdl it says "selected objects must be mesh" or something. Tried googleing, didnt help shit.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Aug 01, 2010 1:50 am    Post subject: Reply with quote

simple solution: select one mesh, don't select what's not a mesh
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Karall



Joined: 15 Jul 2010
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PostPosted: Sun Aug 01, 2010 9:55 pm    Post subject: Reply with quote

K so i exported it and put it into quake, now it says file is taller then 200. What does that mean?
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Aug 01, 2010 10:13 pm    Post subject: Reply with quote

that means DOSQuake sucks and rules

Your texture exceeds 200 pixels in height, which DOSQuake refuses to load

Try Winquake at least.
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Mon Aug 02, 2010 1:23 pm    Post subject: Reply with quote

Well running Quake in DOSBOX is the only thing that works on my computer... Glquake and every other stuff just dont work!
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Karall



Joined: 15 Jul 2010
Posts: 24

PostPosted: Mon Aug 02, 2010 2:31 pm    Post subject: Reply with quote

Tried WinQUake, says its taller then 480. Dont know how to fix this! Tried scaling it down if it would help but aparantley not...
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Aug 02, 2010 3:09 pm    Post subject: Reply with quote

YOUR TEXTURE IS TOO BIG

Work with power-of-2 values like

32x32
64x32
64x64
128x64
128x128
256x128
256x256
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