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InsideQC Forums • View topic - Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS

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

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

Moderator: InsideQC Admins

Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby OneManClan » Tue Sep 24, 2013 5:26 pm

Hey guys.

I can't get the mdl exporter to show up in Blender (2.66a) -> user preferences->Addons

I downloaded "io_mesh_qfmdl-0.7.2.zip", and put it in:
C:\Users\Username\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons - no go.
I tried unzipping the ..er zip (even though I rtfmed that you don't have to) - no go.
I tried "install from file", and selected the __init__.py file - no go.
I tried "install from file", and selected ALL the files - no go.

any ideas?
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Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby toneddu2000 » Tue Sep 24, 2013 7:52 pm

I downloaded from the 0.72 version, put in my C:\progs\blender-2.66-windows64\2.66\scripts\addons folder, clicked on User preferences ->search "mdl" in the addons tab, checked the addon, exported and voilà!

EDIT: just a stupid question: excluding nostalgic reasons (which they prevail on my logic most of the time), why, WHY an artist should use in 2013 a mdl exporter?
- my first commercial game, made with FTEQW game engine
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Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby leileilol » Wed Sep 25, 2013 12:06 am

You could ask "Why, why WHY" an artist in 2013 is working with Quake and not UDK/Unity/etc.... ?


There is the IQM format and appropriate exporters and some sourceports that support IQM if you want that. MDL export however has been a long-stagnant pipeline of (ab)using qME 3.0/3.1, which quite frankly, is rather unstable and outdated shareware.
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Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby toneddu2000 » Wed Sep 25, 2013 2:50 pm

- my first commercial game, made with FTEQW game engine
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Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby toneddu2000 » Wed Oct 16, 2013 7:57 am

see and . Both threads seem to point the attention to a corrupted or non-standard addon installation. My suggestion is to remove EVERY folder in "C:\\Users\\Bon\\Ap
pData\\Roaming\\Blender Foundation" and start all over again. Next time put your MDL add-on in the addons folder in c:\progs\Blender and not let Blender to install it by itself in the C:\\Users\\Bon\\Ap
pData\\Roaming\\Blender Foundation folder! This procedure could cause your blender to hanging.
Let us know if it worked
cheers

edit: check in your windows folder settings for hidden folders in Appdata\Blender and delete them all!
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
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Location: Italy

Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby OneManClan » Wed Oct 16, 2013 10:41 am

Last edited by OneManClan on Sun Oct 20, 2013 12:23 am, edited 1 time in total.
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Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Postby leileilol » Thu Oct 17, 2013 2:27 am

ajmdl's for 2.49, not 2.68. Blender's APIs have changed drastically in 2.5x and 2.6x versions (especially after when Bmesh was introduced) and a whole lot of stuff got regressed because of it. I still keep 2.49 for proper MD3 export even, since all the MD3 scripts for 2.5x and 2.6x are partial implementations (they leave out the whole tags and multiple surfaces thing which is kind of the point behind MD3).

For newer blenders, use Taniwha's Quakeforge MDL export. For 2.49, you could use ajmdl.

This thread is for ajmdl btw. Taniwha's script wasn't mature at the time.
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