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InsideQC Forums • View topic - QuakeForge 0.7.0 released.

QuakeForge 0.7.0 released.

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Re: QuakeForge 0.7.0 released.

Postby qbism » Thu Aug 09, 2012 3:30 am

Turns out I was grabbing the file from the top of the qf download page (old version) instead of new version at sourceforge. Well, at least I learned about mesh.faces vs. mesh.tessfaces and how compatibility is broken with each 0.01 release increment of Blender. I will say the changes are well documented.

Anyhow, CTRL-J worked for exporting multiple meshes. For UV, all meshes must be mapped to the same texture. Also I haven't tried animation.

It was great to see the mdl nicely mapped in Quark!

This is not the clearest example, but it's 7 or 8 separate meshes. It's a partially complete player model. Vweps look weird because they're all on at the same time. This is what it looks like in Blender, and then in Quark after export. Only one vwep was selected for export, and it adopted the image from the first mesh. Normally it would be exported separately, anyway.
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Re: QuakeForge 0.7.0 released.

Postby taniwha » Thu Aug 09, 2012 5:09 am

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Thu Aug 09, 2012 5:59 am

qbism: I've taken a look at what ctrl-j does with uvs and textures: it seems that as far as blender is concerned, one might as well not have pressed ctrl-j: no visible difference.

While doing the merge automatically is a bit more that what I want to tackle just now, I can look into pulling into the one image texels from each image specified by the uv faces. I'm sure things will get nasty if the artist doesn't ensure the uvfaces using different images don't overlap, but I think it will go a long way towards making the addon at least usable.
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Re: QuakeForge 0.7.0 released.

Postby qbism » Thu Aug 09, 2012 5:07 pm

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Fri Aug 10, 2012 1:23 am

Indeed, blender does the "right thing" by not touching the uvface textures. Unfortunately, that won't work for mdl (it would, however, work for iqm).

It seems that if the materials are setup properly (textures, uvs, etc), everything can be baked into the one texture. I've begun playing with this with, so far, rather mixed results.
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Re: QuakeForge 0.7.0 released.

Postby leileilol » Fri Aug 10, 2012 2:03 am

I'll try the new version soon

also, thank you, because usually, authors of Blender export scripts rarely acknowledge existence of bugs (like the shipped MD2 export that doesn't work in Quake2 and the PSK export that doesn't work in UnrealEd3). This is one of the few i've seen that is actively maintained and properly tested without a "submit a patch" attitude.



A project may be revived because of the script :)
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Re: QuakeForge 0.7.0 released.

Postby taniwha » Fri Aug 10, 2012 2:48 am

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Re: QuakeForge 0.7.0 released.

Postby Baker » Fri Aug 10, 2012 4:00 am

Nothing of interest to say, but I keep reading the Blender export talk discussion ...

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Re: QuakeForge 0.7.0 released.

Postby qbism » Fri Aug 10, 2012 5:09 pm

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Sun Aug 12, 2012 1:00 am

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Re: QuakeForge 0.7.0 released.

Postby taniwha » Sun Aug 12, 2012 5:02 am

Ok, for those able to use git, I've just pushed a change to the export script that makes it use the active UV map rather than the first. This means that when exporting a model made from joining several meshes, you won't have to do anything silly like deleting the first UV map: just make sure the UV map used for baking is active (it will be after doing the bake). I might add a "uvmap" item to the export script.

As it turns out, it is very possible to get a nice UV map from joined meshes without any hand editing: bpy.ops.uv.pack_islands(). It even has a margin option, but I don't understand its meaning: it ranges from 0 to 1, but 1 what? I couldn't tell by eye-balling the result. However, I'm not sure I want to try to automate the process as one of my goals for the exporter is it does not modify anything. Automating mesh combination while avoiding modifying any existing data would require building a whole new object.
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Re: QuakeForge 0.7.0 released.

Postby qbism » Mon Aug 13, 2012 4:49 pm

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Re: QuakeForge 0.7.0 released.

Postby motorsep » Thu Jul 03, 2014 5:32 pm

Does Quake MDL Blender add-on work with 2.69 and 2.71+ ?
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