MD2 export problem

The interface, modeling, 3d editing tools, import/export, feature requests, etc

Moderators: jesterKing, stiv

$killey3s
Posts: 0
Joined: Tue Apr 04, 2006 9:09 pm

Post by $killey3s » Tue May 09, 2006 10:49 pm

Hi i've been away from this forum for a long time sry.
I've been testing the md2 export bob(scourage) made (page 2). It works very well with a cube. I tried it on a simple soldier which i animated and there's the problem. It just deforms completely my model, i could recognise one of the feet and the head but somehow the foot came way over the head... Anyways the geometry was just messed up.

Any solutions please??

P.S.

Werner seems to be right. I moved the cube on the z axis a bit and then used the export script on it. This time, when i imported the object the geometry was messed up again. the cube appeared as a plane for instance.

arkdm
Posts: 0
Joined: Thu Sep 15, 2005 7:56 pm

Ditto

Post by arkdm » Mon May 22, 2006 8:47 pm

I'm having the same issues. I'm trying to export a large model, and after I exported my model became quite deranged. My character turned out to be missing most of the polygons on his body, and his head had magically extended itself(not too uniformly) over to his right.

Any ideas? I really need to use MD2 for my project, and I'm hoping the exporter will be fixed soon. Please help me!

park
Posts: 0
Joined: Wed May 24, 2006 1:51 am

Post by park » Wed May 24, 2006 1:57 am

I too have the problem of the exported md2 being messed up.

Before export:
http://kassett.net/bild/one.jpg

after import:
http://kassett.net/bild/two.jpg

arkdm
Posts: 0
Joined: Thu Sep 15, 2005 7:56 pm

Post by arkdm » Wed May 24, 2006 4:13 am

Wow park that's even worse than mine. I could at least still tell it was Marvin from the Looney Toons... :)

park
Posts: 0
Joined: Wed May 24, 2006 1:51 am

Post by park » Wed May 24, 2006 2:02 pm

Can anyone suggest another program able of exporting md2 models? Like saving to another format, importing into this other program and exporting the md2 model there.

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Wed May 24, 2006 3:28 pm

See the link on the left - bug tracker? That is for filing bug reports - state the version of Blender you tested it in, and provide a sample file that demonstrates the error and someone will likely get it fixed.

LetterRip

scourage
Posts: 0
Joined: Wed Jan 07, 2004 12:54 pm

Post by scourage » Thu May 25, 2006 9:30 pm

I posted an updated version in the bug tracker that moves the object to the origin before it starts exporting. This should fix the problems that people have been having with "messed up" models. As LetterRip said, please post more details/example blend and/or use the bug tracker. It's hard to debug "messed up" without much else to go on.

Cheers,

Bob
Halfway down the trail to hell....

scourage
Posts: 0
Joined: Wed Jan 07, 2004 12:54 pm

Post by scourage » Thu May 25, 2006 10:51 pm

Fixed the light normal index calculation. An updated version is on the bug tracker. It's still very slow, but I'll look at optimizing it once I get the glcommand calculation fixed.

Cheers,

Bob
Halfway down the trail to hell....

bibimbap
Posts: 0
Joined: Fri May 26, 2006 3:53 am

Great!

Post by bibimbap » Fri May 26, 2006 3:57 am

I had similar problems with the md2 exported and found this thread via google.

I checked the bug tracker and found the bug here: http://projects.blender.org/tracker/ind ... 9&atid=125 but I can't find any link to any update code.

Either I'm a complete bug tracker noob (probable) or there's no updated code available past what's on page 2 of this thread (unlikely).

Can someone please advise?

Thanks a lot for this fix btw, looks like a lot of work =)

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Fri May 26, 2006 5:52 am

two bugs that he mentioned as fixed are already committed to cvs and so closed.

LetterRip

arkdm
Posts: 0
Joined: Thu Sep 15, 2005 7:56 pm

Not quite yet!

Post by arkdm » Tue May 30, 2006 3:36 pm

Thanks for your help Bob! The new exporter works great, except that when I use strips and fans it is missing geometry again? Any ideas?

&bibimbap: There was an exporter uploaded on a seperate thread in the bug report, but it seems to have been removed.

&bob: Is there any place you could upload the file you put on the bug report so that others could download after you're finishing changing glcommand etc.? Thanks!

arkdm
Posts: 0
Joined: Thu Sep 15, 2005 7:56 pm

?

Post by arkdm » Mon Jun 05, 2006 4:31 am

Any more news about the exporter?

scourage
Posts: 0
Joined: Wed Jan 07, 2004 12:54 pm

Post by scourage » Thu Jun 15, 2006 6:37 pm

I'm working on a new way to generate the command list. It's not done yet, but maybe this weekend, if I can get some time.

Cheers,

Bob
Halfway down the trail to hell....

arkdm
Posts: 0
Joined: Thu Sep 15, 2005 7:56 pm

Post by arkdm » Mon Jun 19, 2006 12:51 am

Thanks for your help!

scourage
Posts: 0
Joined: Wed Jan 07, 2004 12:54 pm

Testing Help

Post by scourage » Mon Jun 26, 2006 6:18 am

I've been working on getting the GL commands to be processed properly. I may be halfway there. It looks like the Tri-fans are being correctly computed, but the tri-strips are not. If anybody could give me some feedback on how this one works for them, I'd appriciate it.

Cheers,

Bob

Code: Select all

#!BPY

"""
Name: 'MD2 (.md2)'
Blender: 241
Group: 'Export'
Tooltip: 'Export to Quake file format (.md2).'
"""

__author__ = 'Bob Holcomb'
__version__ = '0.17.4'
__url__ = ["Bob's site, http://bane.servebeer.com",
     "Support forum, http://scourage.servebeer.com/phpbb/", "blender", "elysiun"]
__email__ = ["Bob Holcomb, bob_holcomb:hotmail*com", "scripts"]
__bpydoc__ = """\
This script Exports a Quake 2 file (MD2).

 Additional help from: Shadwolf, Skandal, Rojo, Cambo<br>
 Thanks Guys!
"""

# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C): Bob Holcomb
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------


import Blender
from Blender import *
from Blender.Draw import *
from Blender.BGL import *
from Blender.Window import *

import struct, string
from types import *



######################################################
# GUI Loader
######################################################

# Export globals
g_filename=Create("tris.md2")
g_frame_filename=Create("default")

g_filename_search=Create("")
g_frame_search=Create("default")

g_texture_path=Create("")

user_frame_list=[]

#Globals
g_scale=Create(1.0)

# Events
EVENT_NOEVENT=1
EVENT_SAVE_MD2=2
EVENT_CHOOSE_FILENAME=3
EVENT_CHOOSE_FRAME=4
EVENT_EXIT=100

######################################################
# Callbacks for Window functions
######################################################
def filename_callback(input_filename):
	global g_filename
	g_filename.val=input_filename

def frame_callback(input_frame):
	global g_frame_filename
	g_frame_filename.val=input_frame

def draw_gui():
	global g_scale
	global g_filename
	global g_frame_filename
	global EVENT_NOEVENT,EVENT_SAVE_MD2,EVENT_CHOOSE_FILENAME,EVENT_CHOOSE_FRAME,EVENT_EXIT
	global g_texture_path

	########## Titles
	glClear(GL_COLOR_BUFFER_BIT)
	glRasterPos2d(10, 120)
	Text("MD2 Export")

	######### Parameters GUI Buttons
	######### MD2 Filename text entry
	g_filename = String("MD2 file to save: ", EVENT_NOEVENT, 10, 75, 210, 18,
                            g_filename.val, 255, "MD2 file to save")
	########## MD2 File Search Button
	Button("Search",EVENT_CHOOSE_FILENAME,220,75,80,18)

	##########  MD2 Frame List Text entry
	g_frame_filename = String("Frame List file to load: ", EVENT_NOEVENT, 10, 55, 210, 18,
                                g_frame_filename.val, 255, "Frame List to load-overrides MD2 defaults")
	########## Frame List Search Button
	Button("Search",EVENT_CHOOSE_FRAME,220,55,80,18)
	
	##########  Texture path to append
	g_texture_path=String("Texture Path: ", EVENT_NOEVENT, 10,35,210,18,
														g_texture_path.val,255, "Texture path to prepend")


	########## Scale slider-default is 1/8 which is a good scale for md2->blender
	g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 95, 210, 18,
                    1.0, 0.001, 10.0, 1, "Scale factor for obj Model");

	######### Draw and Exit Buttons
	Button("Export",EVENT_SAVE_MD2 , 10, 10, 80, 18)
	Button("Exit",EVENT_EXIT , 170, 10, 80, 18)

def event(evt, val):	
	if (evt == QKEY and not val):
		Exit()

def bevent(evt):
	global g_filename
	global g_frame_filename
	global EVENT_NOEVENT,EVENT_SAVE_MD2,EVENT_EXIT

	######### Manages GUI events
	if (evt==EVENT_EXIT):
		Blender.Draw.Exit()
	elif (evt==EVENT_CHOOSE_FILENAME):
		FileSelector(filename_callback, "MD2 File Selection")
	elif (evt==EVENT_CHOOSE_FRAME):
		FileSelector(frame_callback, "Frame Selection")
	elif (evt==EVENT_SAVE_MD2):
		if (g_filename.val == "model"):
			save_md2("blender.md2")
			Blender.Draw.Exit()
			return
		else:
			save_md2(g_filename.val)
			Blender.Draw.Exit()
			return

Register(draw_gui, event, bevent)

######################################################
# MD2 Model Constants
######################################################
MD2_MAX_TRIANGLES=4096
MD2_MAX_VERTICES=2048
MD2_MAX_TEXCOORDS=2048
MD2_MAX_FRAMES=512
MD2_MAX_SKINS=32
MD2_MAX_FRAMESIZE=(MD2_MAX_VERTICES * 4 + 128)

MD2_FRAME_NAME_LIST=(("stand",1,40),
					("run",41,46),
					("attack",47,54),
					("pain1",55,58),
					("pain2",59,62),
					("pain3",63,66),
					("jump",67,72),
					("flip",73,84),
					("salute", 85,95),
					("taunt",96,112),
					("wave",113,123),
					("point",124,135),
					("crstnd",136,154),
					("crwalk",155,160),
					("crattack",161,169),
					("crpain",170,173),
					("crdeath",174,178),
					("death1",179,184),
					("death2",185,190),
					("death3",191,198))
					#198 frames
					
MD2_NORMALS=((-0.525731, 0.000000, 0.850651), 
			(-0.442863, 0.238856, 0.864188), 
			(-0.295242, 0.000000, 0.955423), 
			(-0.309017, 0.500000, 0.809017), 
			(-0.162460, 0.262866, 0.951056), 
			(0.000000, 0.000000, 1.000000), 
			(0.000000, 0.850651, 0.525731), 
			(-0.147621, 0.716567, 0.681718), 
			(0.147621, 0.716567, 0.681718), 
			(0.000000, 0.525731, 0.850651), 
			(0.309017, 0.500000, 0.809017), 
			(0.525731, 0.000000, 0.850651), 
			(0.295242, 0.000000, 0.955423), 
			(0.442863, 0.238856, 0.864188), 
			(0.162460, 0.262866, 0.951056), 
			(-0.681718, 0.147621, 0.716567), 
			(-0.809017, 0.309017, 0.500000), 
			(-0.587785, 0.425325, 0.688191), 
			(-0.850651, 0.525731, 0.000000), 
			(-0.864188, 0.442863, 0.238856), 
			(-0.716567, 0.681718, 0.147621), 
			(-0.688191, 0.587785, 0.425325), 
			(-0.500000, 0.809017, 0.309017), 
			(-0.238856, 0.864188, 0.442863), 
			(-0.425325, 0.688191, 0.587785), 
			(-0.716567, 0.681718, -0.147621), 
			(-0.500000, 0.809017, -0.309017), 
			(-0.525731, 0.850651, 0.000000), 
			(0.000000, 0.850651, -0.525731), 
			(-0.238856, 0.864188, -0.442863), 
			(0.000000, 0.955423, -0.295242), 
			(-0.262866, 0.951056, -0.162460), 
			(0.000000, 1.000000, 0.000000), 
			(0.000000, 0.955423, 0.295242), 
			(-0.262866, 0.951056, 0.162460), 
			(0.238856, 0.864188, 0.442863), 
			(0.262866, 0.951056, 0.162460), 
			(0.500000, 0.809017, 0.309017), 
			(0.238856, 0.864188, -0.442863), 
			(0.262866, 0.951056, -0.162460), 
			(0.500000, 0.809017, -0.309017), 
			(0.850651, 0.525731, 0.000000), 
			(0.716567, 0.681718, 0.147621), 
			(0.716567, 0.681718, -0.147621), 
			(0.525731, 0.850651, 0.000000), 
			(0.425325, 0.688191, 0.587785), 
			(0.864188, 0.442863, 0.238856), 
			(0.688191, 0.587785, 0.425325), 
			(0.809017, 0.309017, 0.500000), 
			(0.681718, 0.147621, 0.716567), 
			(0.587785, 0.425325, 0.688191), 
			(0.955423, 0.295242, 0.000000), 
			(1.000000, 0.000000, 0.000000), 
			(0.951056, 0.162460, 0.262866), 
			(0.850651, -0.525731, 0.000000), 
			(0.955423, -0.295242, 0.000000), 
			(0.864188, -0.442863, 0.238856), 
			(0.951056, -0.162460, 0.262866), 
			(0.809017, -0.309017, 0.500000), 
			(0.681718, -0.147621, 0.716567), 
			(0.850651, 0.000000, 0.525731), 
			(0.864188, 0.442863, -0.238856), 
			(0.809017, 0.309017, -0.500000), 
			(0.951056, 0.162460, -0.262866), 
			(0.525731, 0.000000, -0.850651), 
			(0.681718, 0.147621, -0.716567), 
			(0.681718, -0.147621, -0.716567), 
			(0.850651, 0.000000, -0.525731), 
			(0.809017, -0.309017, -0.500000), 
			(0.864188, -0.442863, -0.238856), 
			(0.951056, -0.162460, -0.262866), 
			(0.147621, 0.716567, -0.681718), 
			(0.309017, 0.500000, -0.809017), 
			(0.425325, 0.688191, -0.587785), 
			(0.442863, 0.238856, -0.864188), 
			(0.587785, 0.425325, -0.688191), 
			(0.688191, 0.587785, -0.425325), 
			(-0.147621, 0.716567, -0.681718), 
			(-0.309017, 0.500000, -0.809017), 
			(0.000000, 0.525731, -0.850651), 
			(-0.525731, 0.000000, -0.850651), 
			(-0.442863, 0.238856, -0.864188), 
			(-0.295242, 0.000000, -0.955423), 
			(-0.162460, 0.262866, -0.951056), 
			(0.000000, 0.000000, -1.000000), 
			(0.295242, 0.000000, -0.955423), 
			(0.162460, 0.262866, -0.951056), 
			(-0.442863, -0.238856, -0.864188), 
			(-0.309017, -0.500000, -0.809017), 
			(-0.162460, -0.262866, -0.951056), 
			(0.000000, -0.850651, -0.525731), 
			(-0.147621, -0.716567, -0.681718), 
			(0.147621, -0.716567, -0.681718), 
			(0.000000, -0.525731, -0.850651), 
			(0.309017, -0.500000, -0.809017), 
			(0.442863, -0.238856, -0.864188), 
			(0.162460, -0.262866, -0.951056), 
			(0.238856, -0.864188, -0.442863), 
			(0.500000, -0.809017, -0.309017), 
			(0.425325, -0.688191, -0.587785), 
			(0.716567, -0.681718, -0.147621), 
			(0.688191, -0.587785, -0.425325), 
			(0.587785, -0.425325, -0.688191), 
			(0.000000, -0.955423, -0.295242), 
			(0.000000, -1.000000, 0.000000), 
			(0.262866, -0.951056, -0.162460), 
			(0.000000, -0.850651, 0.525731), 
			(0.000000, -0.955423, 0.295242), 
			(0.238856, -0.864188, 0.442863), 
			(0.262866, -0.951056, 0.162460), 
			(0.500000, -0.809017, 0.309017), 
			(0.716567, -0.681718, 0.147621), 
			(0.525731, -0.850651, 0.000000), 
			(-0.238856, -0.864188, -0.442863), 
			(-0.500000, -0.809017, -0.309017), 
			(-0.262866, -0.951056, -0.162460), 
			(-0.850651, -0.525731, 0.000000), 
			(-0.716567, -0.681718, -0.147621), 
			(-0.716567, -0.681718, 0.147621), 
			(-0.525731, -0.850651, 0.000000), 
			(-0.500000, -0.809017, 0.309017), 
			(-0.238856, -0.864188, 0.442863), 
			(-0.262866, -0.951056, 0.162460), 
			(-0.864188, -0.442863, 0.238856), 
			(-0.809017, -0.309017, 0.500000), 
			(-0.688191, -0.587785, 0.425325), 
			(-0.681718, -0.147621, 0.716567), 
			(-0.442863, -0.238856, 0.864188), 
			(-0.587785, -0.425325, 0.688191), 
			(-0.309017, -0.500000, 0.809017), 
			(-0.147621, -0.716567, 0.681718), 
			(-0.425325, -0.688191, 0.587785), 
			(-0.162460, -0.262866, 0.951056), 
			(0.442863, -0.238856, 0.864188), 
			(0.162460, -0.262866, 0.951056), 
			(0.309017, -0.500000, 0.809017), 
			(0.147621, -0.716567, 0.681718), 
			(0.000000, -0.525731, 0.850651), 
			(0.425325, -0.688191, 0.587785), 
			(0.587785, -0.425325, 0.688191), 
			(0.688191, -0.587785, 0.425325), 
			(-0.955423, 0.295242, 0.000000), 
			(-0.951056, 0.162460, 0.262866), 
			(-1.000000, 0.000000, 0.000000), 
			(-0.850651, 0.000000, 0.525731), 
			(-0.955423, -0.295242, 0.000000), 
			(-0.951056, -0.162460, 0.262866), 
			(-0.864188, 0.442863, -0.238856), 
			(-0.951056, 0.162460, -0.262866), 
			(-0.809017, 0.309017, -0.500000), 
			(-0.864188, -0.442863, -0.238856), 
			(-0.951056, -0.162460, -0.262866), 
			(-0.809017, -0.309017, -0.500000), 
			(-0.681718, 0.147621, -0.716567), 
			(-0.681718, -0.147621, -0.716567), 
			(-0.850651, 0.000000, -0.525731), 
			(-0.688191, 0.587785, -0.425325), 
			(-0.587785, 0.425325, -0.688191), 
			(-0.425325, 0.688191, -0.587785), 
			(-0.425325, -0.688191, -0.587785), 
			(-0.587785, -0.425325, -0.688191), 
			(-0.688191, -0.587785, -0.425325))


######################################################
# MD2 data structures
######################################################
class md2_point:
	vertices=[]
	lightnormalindex=0
	binary_format="<3BB"
	def __init__(self):
		self.vertices=[0]*3
		self.lightnormalindex=0
	def save(self, file):
		temp_data=[0]*4
		temp_data[0]=self.vertices[0]
		temp_data[1]=self.vertices[1]
		temp_data[2]=self.vertices[2]
		temp_data[3]=self.lightnormalindex
		data=struct.pack(self.binary_format, temp_data[0], temp_data[1], temp_data[2], temp_data[3])
		file.write(data)
	def dump(self):
		print "MD2 Point Structure"
		print "vertex X: ", self.vertices[0]
		print "vertex Y: ", self.vertices[1]
		print "vertex Z: ", self.vertices[2]
		print "lightnormalindex: ",self.lightnormalindex
		print ""
		
class md2_face:
	vertex_index=[]
	texture_index=[]
	binary_format="<3h3h"
	def __init__(self):
		self.vertex_index = [ 0, 0, 0 ]
		self.texture_index = [ 0, 0, 0]
	def save(self, file):
		temp_data=[0]*6
		#swap vertices around so they draw right
		temp_data[0]=self.vertex_index[0]
		temp_data[1]=self.vertex_index[2]
		temp_data[2]=self.vertex_index[1]
		#swap texture vertices around so they draw right
		temp_data[3]=self.texture_index[0]
		temp_data[4]=self.texture_index[2]
		temp_data[5]=self.texture_index[1]
		data=struct.pack(self.binary_format,temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5])
		file.write(data)
	def dump (self):
		print "MD2 Face Structure"
		print "vertex 1 index: ", self.vertex_index[0]
		print "vertex 2 index: ", self.vertex_index[1]
		print "vertex 3 index: ", self.vertex_index[2]
		print "texture 1 index: ", self.texture_index[0]
		print "texture 2 index: ", self.texture_index[1]
		print "texture 3 index: ", self.texture_index[2]
		print ""
		
class md2_tex_coord:
	u=0
	v=0
	binary_format="<2h"
	def __init__(self):
		self.u=0
		self.v=0
	def save(self, file):
		temp_data=[0]*2
		temp_data[0]=self.u
		temp_data[1]=self.v
		data=struct.pack(self.binary_format, temp_data[0], temp_data[1])
		file.write(data)
	def dump (self):
		print "MD2 Texture Coordinate Structure"
		print "texture coordinate u: ",self.u
		print "texture coordinate v: ",self.v
		print ""
		
class md2_GL_command:
	s=0.0
	t=0.0
	vert_index=0
	binary_format="<2fi"
	
	def __init__(self):
		self.s=0.0
		self.t=0.0
		vert_index=0
	def save(self,file):
		temp_data=[0]*3
		temp_data[0]=float(self.s)
		temp_data[1]=float(self.t)
		temp_data[2]=self.vert_index
		data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2])
		file.write(data)
	def dump (self):
		print "MD2 OpenGL Command"
		print "s: ", self.s
		print "t: ", self.t
		print "Vertex Index: ", self.vert_index
		print ""

class md2_GL_cmd_list:
	num=0
	cmd_list=[]
	binary_format="<i"
	
	def __init__(self):
		self.num=0
		self.cmd_list=[]
	
	def save(self,file):
		data=struct.pack(self.binary_format, self.num)
		file.write(data)
		for cmd in self.cmd_list:
			cmd.save(file)
	def dump(self):
		print "MD2 OpenGL Command List"
		print "number: ", self.num
		for cmd in self.cmd_list:
			cmd.dump()
		print ""

class md2_skin:
	name=""
	binary_format="<64s"
	def __init__(self):
		self.name=""
	def save(self, file):
		temp_data=self.name
		data=struct.pack(self.binary_format, temp_data)
		file.write(data)
	def dump (self):
		print "MD2 Skin"
		print "skin name: ",self.name
		print ""
		
class md2_frame:
	scale=[]
	translate=[]
	name=[]
	vertices=[]
	binary_format="<3f3f16s"

	def __init__(self):
		self.scale=[0.0]*3
		self.translate=[0.0]*3
		self.name=""
		self.vertices=[]
	def save(self, file):
		temp_data=[0]*7
		temp_data[0]=float(self.scale[0])
		temp_data[1]=float(self.scale[1])
		temp_data[2]=float(self.scale[2])
		temp_data[3]=float(self.translate[0])
		temp_data[4]=float(self.translate[1])
		temp_data[5]=float(self.translate[2])
		temp_data[6]=self.name
		data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5],temp_data[6])
		file.write(data)
	def dump (self):
		print "MD2 Frame"
		print "scale x: ",self.scale[0]
		print "scale y: ",self.scale[1]
		print "scale z: ",self.scale[2]
		print "translate x: ",self.translate[0]
		print "translate y: ",self.translate[1]
		print "translate z: ",self.translate[2]
		print "name: ",self.name
		print ""
		
class md2_obj:
	#Header Structure
	ident=0				#int 0	This is used to identify the file
	version=0			#int 1	The version number of the file (Must be 8)
	skin_width=0		#int 2	The skin width in pixels
	skin_height=0		#int 3	The skin height in pixels
	frame_size=0		#int 4	The size in bytes the frames are
	num_skins=0			#int 5	The number of skins associated with the model
	num_vertices=0		#int 6	The number of vertices (constant for each frame)
	num_tex_coords=0	#int 7	The number of texture coordinates
	num_faces=0			#int 8	The number of faces (polygons)
	num_GL_commands=0	#int 9	The number of gl commands
	num_frames=0		#int 10	The number of animation frames
	offset_skins=0		#int 11	The offset in the file for the skin data
	offset_tex_coords=0	#int 12	The offset in the file for the texture data
	offset_faces=0		#int 13	The offset in the file for the face data
	offset_frames=0		#int 14	The offset in the file for the frames data
	offset_GL_commands=0#int 15	The offset in the file for the gl commands data
	offset_end=0		#int 16	The end of the file offset
	binary_format="<17i"  #little-endian (<), 17 integers (17i)
	#md2 data objects
	tex_coords=[]
	faces=[]
	frames=[]
	skins=[]
	GL_commands=[]
	
	def __init__ (self):
		self.tex_coords=[]
		self.faces=[]
		self.frames=[]
		self.skins=[]
	def save(self, file):
		temp_data=[0]*17
		temp_data[0]=self.ident
		temp_data[1]=self.version
		temp_data[2]=self.skin_width
		temp_data[3]=self.skin_height
		temp_data[4]=self.frame_size
		temp_data[5]=self.num_skins
		temp_data[6]=self.num_vertices
		temp_data[7]=self.num_tex_coords
		temp_data[8]=self.num_faces
		temp_data[9]=self.num_GL_commands
		temp_data[10]=self.num_frames
		temp_data[11]=self.offset_skins
		temp_data[12]=self.offset_tex_coords
		temp_data[13]=self.offset_faces
		temp_data[14]=self.offset_frames
		temp_data[15]=self.offset_GL_commands
		temp_data[16]=self.offset_end
		data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5],temp_data[6],temp_data[7],temp_data[8],temp_data[9],temp_data[10],temp_data[11],temp_data[12],temp_data[13],temp_data[14],temp_data[15],temp_data[16])
		file.write(data)
		#write the skin data
		for skin in self.skins:
			skin.save(file)
		#save the texture coordinates
		for tex_coord in self.tex_coords:
			tex_coord.save(file)
		#save the face info
		for face in self.faces:
			face.save(file)
		#save the frames
		for frame in self.frames:
			frame.save(file)
			for vert in frame.vertices:
				vert.save(file)
		#save the GL command List
		for cmd in self.GL_commands:
			cmd.save(file)
	def dump (self):
		print "Header Information"
		print "ident: ", self.ident
		print "version: ", self.version
		print "skin width: ", self.skin_width
		print "skin height: ", self.skin_height
		print "frame size: ", self.frame_size
		print "number of skins: ", self.num_skins
		print "number of texture coordinates: ", self.num_tex_coords
		print "number of faces: ", self.num_faces
		print "number of frames: ", self.num_frames
		print "number of vertices: ", self.num_vertices
		print "number of GL commands: ",self.num_GL_commands
		print "offset skins: ", self.offset_skins
		print "offset texture coordinates: ", self.offset_tex_coords
		print "offset faces: ", self.offset_faces
		print "offset frames: ",self.offset_frames
		print "offset GL Commands: ",self.offset_GL_commands
		print "offset end: ",self.offset_end
		print ""

######################################################
# Validation
######################################################
def validation(object):
	global user_frame_list

	#move the object to the origin if it's not already there
	object.setLocation(0.0,0.0,0.0)
	
	#get access to the mesh data
	mesh=object.getData(False, True) #get the object (not just name) and the Mesh, not NMesh

	#check it's composed of only tri's	
	result=0
	for face in mesh.faces:
		if len(face.verts)!=3:
			#select the face for future triangulation
			face.sel=1
			if result==0:  #first time we have this problem, don't pop-up a window every time it finds a quad
			  print "Model not made entirely of triangles"
			  result=Blender.Draw.PupMenu("Model not made entirely out of Triangles-Convert?%t|YES|NO")
	
	#triangulate or quit
	if result==1:
		#selecting face mode
		Blender.Mesh.Mode(3)
		
		editmode = Window.EditMode()    # are we in edit mode?  If so ...
		if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
			
		mesh.quadToTriangle(0) #use closest verticies in breaking a quad
	elif result==2:
		return False #user will fix (I guess)

	#check it has UV coordinates
	if mesh.vertexUV==True:
		print "Vertex UV not supported"
		result=Blender.Draw.PupMenu("Vertex UV not suppored-Use Sticky UV%t|Quit")
		return False
			
	elif mesh.faceUV==True:
		for face in mesh.faces:
			if(len(face.uv)==3):
				pass
			else:
				print "Model's vertices do not all have UV"
				result=Blender.Draw.PupMenu("Model's vertices do not all have UV%t|Quit")
				return False
	
	else:
		print "Model does not have UV (face or vertex)"
		result=Blender.Draw.PupMenu("Model does not have UV (face or vertex)%t|Quit")
		return False

	#check it has an associated texture map
	last_face=""
	last_face=mesh.faces[0].image
	if last_face=="":
		print "Model does not have a texture Map"
		result=Blender.Draw.PupMenu("Model does not have a texture Map%t|Quit")
		return False

	#check if each face uses the same texture map (only one allowed)
	for face in mesh.faces:
		mesh_image=face.image
		if not mesh_image:
			print "Model has a face without a texture Map"
			result=Blender.Draw.PupMenu("Model has a face without a texture Map%t|Quit")
			return False
		if mesh_image!=last_face:
			print "Model has more than 1 texture map assigned"
			result=Blender.Draw.PupMenu("Model has more than 1 texture map assigned%t|Quit")
			return False
		
	size=mesh_image.getSize()
	#is this really what the user wants
	if (size[0]!=256 or size[1]!=256):
		print "Texture map size is non-standard (not 256x256), it is: ",size[0],"x",size[1]
		result=Blender.Draw.PupMenu("Texture map size is non-standard (not 256x256), it is: "+str(size[0])+"x"+str(size[1])+": Continue?%t|YES|NO")
		if(result==2):
			return False

	#verify frame list data
	user_frame_list=get_frame_list()	
	temp=user_frame_list[len(user_frame_list)-1]
	temp_num_frames=temp[2]
	
	#verify tri/vert/frame counts are within MD2 standard
	face_count=len(mesh.faces)
	vert_count=len(mesh.verts)	
	frame_count=temp_num_frames
	
	if face_count>MD2_MAX_TRIANGLES:
		print "Number of triangles exceeds MD2 standard: ", face_count,">",MD2_MAX_TRIANGLES
		result=Blender.Draw.PupMenu("Number of triangles exceeds MD2 standard: Continue?%t|YES|NO")
		if(result==2):
			return False
	if vert_count>MD2_MAX_VERTICES:
		print "Number of verticies exceeds MD2 standard",vert_count,">",MD2_MAX_VERTICES
		result=Blender.Draw.PupMenu("Number of verticies exceeds MD2 standard: Continue?%t|YES|NO")
		if(result==2):
			return False
	if frame_count>MD2_MAX_FRAMES:
		print "Number of frames exceeds MD2 standard of",frame_count,">",MD2_MAX_FRAMES
		result=Blender.Draw.PupMenu("Number of frames exceeds MD2 standard: Continue?%t|YES|NO")
		if(result==2):
			return False
	#model is OK
	return True

######################################################
# Fill MD2 data structure
######################################################
def fill_md2(md2, object):
	#global defines
	global user_frame_list
	global g_texture_path
	
	Blender.Window.DrawProgressBar(0.25,"Filling MD2 Data")
	
	#get a Mesh, not NMesh
	mesh=object.getData(False, True)	
	
	#load up some intermediate data structures
	tex_list={}
	tex_count=0
	#create the vertex list from the first frame
	Blender.Set("curframe", 1)
	
	#header information
	md2.ident=844121161
	md2.version=8	
	md2.num_vertices=len(mesh.verts)
	md2.num_faces=len(mesh.faces)

	#get the skin information
	#use the first faces' image for the texture information
	mesh_image=mesh.faces[0].image
	size=mesh_image.getSize()
	md2.skin_width=size[0]
	md2.skin_height=size[1]
	md2.num_skins=1
	#add a skin node to the md2 data structure
	md2.skins.append(md2_skin())
	md2.skins[0].name=g_texture_path.val+Blender.sys.basename(mesh_image.getFilename())
	if len(md2.skins[0].name)>64:
		print "Texture Path and name is more than 64 characters"
		result=Blender.Draw.PupMenu("Texture path and name is more than 64 characters-Quitting")
		return False

	#put texture information in the md2 structure
	#build UV coord dictionary (prevents double entries-saves space)
	for face in mesh.faces:
		for i in range(0,3):
			t=(face.uv[i])
			tex_key=(t[0],t[1])
			if not tex_list.has_key(tex_key):
				tex_list[tex_key]=tex_count
				tex_count+=1
	md2.num_tex_coords=tex_count #each vert has its own UV coord

	for this_tex in range (0, md2.num_tex_coords):
		md2.tex_coords.append(md2_tex_coord())
	for coord, index in tex_list.iteritems():
		#md2.tex_coords.append(md2_tex_coord())
		md2.tex_coords[index].u=int(coord[0]*md2.skin_width)
		md2.tex_coords[index].v=int((1-coord[1])*md2.skin_height)

	#put faces in the md2 structure
	#for each face in the model
	for this_face in range(0, md2.num_faces):
		md2.faces.append(md2_face())
		for i in range(0,3):
			#blender uses indexed vertexes so this works very well
			md2.faces[this_face].vertex_index[i]=mesh.faces[this_face].verts[i].index
			#lookup texture index in dictionary
			uv_coord=(mesh.faces[this_face].uv[i])
			tex_key=(uv_coord[0],uv_coord[1])
			tex_index=tex_list[tex_key]
			md2.faces[this_face].texture_index[i]=tex_index
	
	Blender.Window.DrawProgressBar(0.5, "Computing GL Commands")

	#compute GL commands
	md2.num_GL_commands=build_GL_commands(md2)

	#get the frame data
	#calculate 1 frame size  + (1 vert size*num_verts)
	md2.frame_size=40+(md2.num_vertices*4) #in bytes
	
	#get the frame list
	user_frame_list=get_frame_list()
	if user_frame_list=="default":
		md2.num_frames=198
	else:
		temp=user_frame_list[len(user_frame_list)-1]  #last item
		md2.num_frames=temp[2] #last frame number
	

	progress=0.5
	progressIncrement=0.25/md2.num_frames

	#fill in each frame with frame info and all the vertex data for that frame
	for frame_counter in range(0,md2.num_frames):
		
		progress+=progressIncrement
		Blender.Window.DrawProgressBar(progress, "Calculating Frame: "+str(frame_counter))
			
		#add a frame
		md2.frames.append(md2_frame())
		#update the mesh objects vertex positions for the animation
		Blender.Set("curframe", frame_counter)  #set blender to the correct frame
		mesh.getFromObject(object.name)  #update the mesh to make verts current
		
#each frame has a scale and transform value that gets the vertex value between 0-255
#since the scale and transform are the same for the all the verts in the frame, we only need
#to figure this out once per frame
		
		#we need to start with the bounding box
		bounding_box=object.getBoundBox() #uses the object, not the mesh data
		#initialize with the first vertex for both min and max.  X and Y are swapped for MD2 format
		point=bounding_box[0]
		frame_min_x=point[1]
		frame_max_x=point[1]
		frame_min_y=point[0]
		frame_max_y=point[0]
		frame_min_z=point[2]
		frame_max_z=point[2]
		#find min/max values
		for point in bounding_box:
			if frame_min_x>point[1]: frame_min_x=point[1]
			if frame_max_x<point[1]: frame_max_x=point[1]
			if frame_min_y>point[0]: frame_min_y=point[0]
			if frame_max_y<point[0]: frame_max_y=point[0]
			if frame_min_z>point[2]: frame_min_z=point[2]
			if frame_max_z<point[2]: frame_max_z=point[2]

		#the scale is the difference between the min and max (on that axis) / 255
		frame_scale_x=(frame_max_x-frame_min_x)/255
		frame_scale_y=(frame_max_y-frame_min_y)/255
		frame_scale_z=(frame_max_z-frame_min_z)/255
		
		#translate value of the mesh to center it on the origin
		frame_trans_x=frame_min_x
		frame_trans_y=frame_min_y
		frame_trans_z=frame_min_z
		
		#fill in the data
		md2.frames[frame_counter].scale=(-frame_scale_x, frame_scale_y, frame_scale_z)
		md2.frames[frame_counter].translate=(-frame_trans_x, frame_trans_y, frame_trans_z)
		
		#now for the vertices
		for vert_counter in range(0, md2.num_vertices):
			#add a vertex to the md2 structure
			md2.frames[frame_counter].vertices.append(md2_point())
			#figure out the new coords based on scale and transform
			#then translates the point so it's not less than 0
			#then scale it so it's between 0..255
			new_x=int((mesh.verts[vert_counter].co[1]-frame_trans_x)/frame_scale_x)
			new_y=int((mesh.verts[vert_counter].co[0]-frame_trans_y)/frame_scale_y)
			new_z=int((mesh.verts[vert_counter].co[2]-frame_trans_z)/frame_scale_z)
			#put them in the structure
			md2.frames[frame_counter].vertices[vert_counter].vertices=(new_x, new_y, new_z)

			#need to add the lookup table check here
			maxdot = -999999.0;
			maxdotindex = -1;

			for j in range(0,162):
				#dot = (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
				#swap y and x for difference in axis orientation 
				x1=-mesh.verts[vert_counter].no[1]
				y1=mesh.verts[vert_counter].no[0]
				z1=mesh.verts[vert_counter].no[2]
				dot = (x1*MD2_NORMALS[j][0]+
				       y1*MD2_NORMALS[j][1]+
							 z1*MD2_NORMALS[j][2]);
				if (dot > maxdot):
					maxdot = dot;
					maxdotindex = j;
			
			md2.frames[frame_counter].vertices[vert_counter].lightnormalindex=maxdotindex
			
			del maxdot, maxdotindex
			del new_x, new_y, new_z
		del frame_max_x, frame_max_y, frame_max_z, frame_min_x, frame_min_y, frame_min_z
		del frame_scale_x, frame_scale_y, frame_scale_z, frame_trans_x, frame_trans_y, frame_trans_z			
			
			
	#output all the frame names-user_frame_list is loaded during the validation
	for frame_set in user_frame_list:
		for counter in range(frame_set[1]-1, frame_set[2]):
			md2.frames[counter].name=frame_set[0]+"_"+str(counter-frame_set[1]+2)

	#compute these after everthing is loaded into a md2 structure
	header_size=17*4 #17 integers, and each integer is 4 bytes
	skin_size=64*md2.num_skins #64 char per skin * number of skins
	tex_coord_size=4*md2.num_tex_coords #2 short * number of texture coords
	face_size=12*md2.num_faces #3 shorts for vertex index, 3 shorts for tex index
	frames_size=(((12+12+16)+(4*md2.num_vertices)) * md2.num_frames) #frame info+verts per frame*num frames
	GL_command_size=md2.num_GL_commands*4 #each is an int or float, so 4 bytes per
	
	#fill in the info about offsets
	md2.offset_skins=0+header_size
	md2.offset_tex_coords=md2.offset_skins+skin_size
	md2.offset_faces=md2.offset_tex_coords+tex_coord_size
	md2.offset_frames=md2.offset_faces+face_size
	md2.offset_GL_commands=md2.offset_frames+frames_size
	md2.offset_end=md2.offset_GL_commands+GL_command_size

######################################################
# Get Frame List
######################################################
def get_frame_list():
	global g_frame_filename
	frame_list=[]

	if g_frame_filename.val=="default":
		return MD2_FRAME_NAME_LIST

	else:
	#check for file
		if (Blender.sys.exists(g_frame_filename.val)==1):
			#open file and read it in
			file=open(g_frame_filename.val,"r")
			lines=file.readlines()
			file.close()

			#check header (first line)
			if lines[0]<>"# MD2 Frame Name List":
				print "its not a valid file"
				result=Blender.Draw.PupMenu("This is not a valid frame definition file-using default%t|OK")
				return MD2_FRAME_NAME_LIST
			else:
				#read in the data
				num_frames=0
				for counter in range(1, len(lines)):
					current_line=lines[counter]
					if current_line[0]=="#":
						#found a comment
						pass
					else:
						data=current_line.split()
						frame_list.append([data[0],num_frames+1, num_frames+int(data[1])])
						num_frames+=int(data[1])
				return frame_list
		else:
			print "Cannot find file"
			result=Blender.Draw.PupMenu("Cannot find frame definion file-using default%t|OK")
			return MD2_FRAME_NAME_LIST

######################################################
# Globals for GL command list calculations
######################################################
used_tris=[]
strip_verts=[]
strip_st=[]
strip_tris=[]
strip_count=0

######################################################
# Tri-Strip/Tri-Fan functions
######################################################
def find_strip_length(md2, start_tri, start_vert):
	print "Finding strip length"
	
	global used
	global strip_verts
	global strip_st
	global strip_tris

	m1=m2=0

	used[start_tri]=2
	
	strip_verts=[0]*0
	strip_tris=[0]*0
	strip_st=[0]*0
	
	
	strip_verts.append(md2.faces[start_tri].vertex_index[start_vert%3])
	strip_verts.append(md2.faces[start_tri].vertex_index[(start_vert+2)%3])
	strip_verts.append(md2.faces[start_tri].vertex_index[(start_vert+1)%3])
	
	strip_st.append(md2.faces[start_tri].texture_index[start_vert%3])
	strip_st.append(md2.faces[start_tri].texture_index[(start_vert+2)%3])
	strip_st.append(md2.faces[start_tri].texture_index[(start_vert+1)%3])

	strip_count=1
	strip_tris.append(start_tri)

	m1=md2.faces[start_tri].vertex_index[(start_vert+2)%3]
	m2=md2.faces[start_tri].vertex_index[(start_vert+1)%3]

	for tri_counter in range(start_tri+1, md2.num_faces):
		for k in range(0,3):
			if(md2.faces[tri_counter].vertex_index[k]!=m1) or (md2.faces[tri_counter].vertex_index[(k+1)%3]!=m2):
				pass
			else: 
				#found a matching edge
				print "Found a triangle with a matching edge: ", tri_counter
				if(used[tri_counter]!=0):
					print "Poop! I can't use it!"
				else:
					print "Yeah! I can use it"
				
					if(strip_count%2==1):  #is this an odd tri
						print "odd triangle"
						m2=md2.faces[tri_counter].vertex_index[(k+2)%3]
					else:
						print "even triangle"
						m1=md2.faces[tri_counter].vertex_index[(k+2)%3]
	
					strip_verts.append(md2.faces[tri_counter].vertex_index[(k+2)%3])
					strip_st.append(md2.faces[tri_counter].texture_index[(k+2)%3])
					strip_count+=1
					strip_tris.append(tri_counter)
	
					used[tri_counter]=2
					tri_counter=start_tri+1 # restart looking

	#clear used counter
	for used_counter in range(0, md2.num_faces):
		if used[used_counter]==2:
			used[used_counter]=0

	return strip_count

#***********************************************
def find_fan_length(md2, start_tri, start_vert):
	print "Finding fan length"
	
	global used
	global strip_verts
	global strip_tris
	global strip_st
	
	strip_verts=[0]*0
	strip_tris=[0]*0
	strip_st=[0]*0

	m1=m2=0

	used[start_tri]=2
	
	strip_verts.append(md2.faces[start_tri].vertex_index[start_vert%3])
	strip_verts.append(md2.faces[start_tri].vertex_index[(start_vert+2)%3])
	strip_verts.append(md2.faces[start_tri].vertex_index[(start_vert+1)%3])
	
	strip_st.append(md2.faces[start_tri].texture_index[start_vert%3])
	strip_st.append(md2.faces[start_tri].texture_index[(start_vert+2)%3])
	strip_st.append(md2.faces[start_tri].texture_index[(start_vert+1)%3])

	strip_count=1
	strip_tris.append(start_tri)

	m1=md2.faces[start_tri].vertex_index[(start_vert)]
	m2=md2.faces[start_tri].vertex_index[(start_vert+1)%3]

	for tri_counter in range(start_tri+1, md2.num_faces):
		for k in range(0,3):
			if (md2.faces[tri_counter].vertex_index[k]!=m1) or (md2.faces[tri_counter].vertex_index[(k+1)%3]!=m2):
				pass
			else:
				#found a matching edge
				print "Found a triangle with a matching edge: ", tri_counter
				if(used[tri_counter]!=0):
					print "Poop! I can't use it!"
				else:
					print "Yeah! I can use it"
				
					m2=md2.faces[tri_counter].vertex_index[(k+1)%3]
	
					strip_verts.append(md2.faces[tri_counter].vertex_index[(k+1)%3])
					strip_st.append(md2.faces[tri_counter].texture_index[(k+1)%3])
					
					strip_count+=1
					strip_tris.append(tri_counter)
	
					used[tri_counter]=2
					tri_counter=start_tri+1 #restart looking
				
	#clear used counter
	for used_counter in range(0, md2.num_faces):
		if used[used_counter]==2:
			used[used_counter]=0
	
	return strip_count
	
######################################################
# Build GL command List
######################################################
def build_GL_commands(md2):
	print "Building GL Commands"
	
	global used
	global strip_verts
	global strip_tris
	global strip_st
	
	#globals initialization
	used=[0]*md2.num_faces
	print "Used: ", used
	num_commands=0

	for tri_counter in range(0,md2.num_faces):
		if used[tri_counter]!=0: 
			print "Found a used triangle: ", tri_counter
		else:
			print "Found an unused triangle: ", tri_counter

			#intialization
			best_length=0
			best_type=0
			best_verts=[0]*0
			best_tris=[0]*0
			best_st=[0]*0
			

			for start_vert in range(0,3):
				fan_length=find_fan_length(md2, tri_counter, start_vert)
				#fan_length=0
				print "Triangle: ", tri_counter, " Vertex: ", start_vert, " Fan Length: ", fan_length

				if (fan_length>best_length):
					best_type=1
					best_length=fan_length
					best_verts=strip_verts
					best_tris=strip_tris
					best_st=strip_st
				
				#strip_length=find_strip_length(md2, tri_counter, start_vert)
				strip_length=0
				print "Triangle: ", tri_counter, " Vertex: ", start_vert, " Strip Length: ", strip_length
		
				if (strip_length>best_length): 
					best_type=0
					best_length=strip_length
					best_verts=strip_verts
					best_tris=strip_tris
					best_st=strip_st

			print "Best length for this triangle is: ", best_length
			print "Best type is: ", best_type
			print "Best Tris are: ", best_tris
			print "Best Verts are: ", best_verts
			print "Best ST are: ", best_st


			#mark tris as used
			for used_counter in range(0,best_length):
				used[best_tris[used_counter]]=1

			#create command list
			cmd_list=md2_GL_cmd_list()
			if best_type==0:
				cmd_list.num=(-(best_length+2))
			else:	
				cmd_list.num=best_length+2

			num_commands+=1
			for command_counter in range(0,best_length+2):
				cmd=md2_GL_command()										
				s=md2.tex_coords[best_st[command_counter]].u
				t=md2.tex_coords[best_st[command_counter]].v
				cmd.s=s/md2.skin_width
				cmd.t=t/md2.skin_height
				cmd.vert_index=best_verts[command_counter]
				num_commands+=3
				cmd_list.cmd_list.append(cmd)
			cmd_list.dump()
			md2.GL_commands.append(cmd_list)
		
		print "Used: ", used			

	#add the null command at the end
	temp_cmdlist=md2_GL_cmd_list()	
	temp_cmdlist.num=0
	md2.GL_commands.append(temp_cmdlist)  
	num_commands+=1		

	#cleanup and return
	used=best_vert=best_st=best_tris=strip_vert=strip_st=strip_tris=0
	return num_commands
		



######################################################
# Save MD2 Format
######################################################
def save_md2(filename):
	print ""
	print "***********************************"
	print "MD2 Export"
	print "***********************************"
	print ""
	
	md2=md2_obj()  #blank md2 object to save

	#get the object
	mesh_objs = Blender.Object.GetSelected()

	#check there is a blender object selected
	if len(mesh_objs)==0:
		print "Fatal Error: Must select a mesh to output as MD2"
		print "Found nothing"
		result=Blender.Draw.PupMenu("Must select an object to export%t|OK")
		return

	mesh_obj=mesh_objs[0] #this gets the first object (should be only one)

	#check if it's a mesh object
	if mesh_obj.getType()!="Mesh":
		print "Fatal Error: Must select a mesh to output as MD2"
		print "Found: ", mesh_obj.getType()
		result=Blender.Draw.PupMenu("Selected Object must be a mesh to output as MD2%t|OK")
		return

	ok=validation(mesh_obj)
	if ok==False:
		return
	
	fill_md2(md2, mesh_obj)
	md2.dump()
	
	Blender.Window.DrawProgressBar(1.0, "Writing to Disk")
	
	#actually write it to disk
	file=open(filename,"wb")
	md2.save(file)
	file.close()
	
	#cleanup
	md2=0
	
	print "Closed the file"
Halfway down the trail to hell....

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