MD2 export problem

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

Moderators: jesterKing, stiv

Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

Post by Hoehrer » Fri Mar 31, 2006 9:11 pm

scourage wrote:It's not just that there needs to be UV mapping on the cube, but you have to have a texture loaded and applied to the model.
What do you mean with 'applied'?
I add an image to the material and "Map Input"=UV. This is the only way i know to use UV mapping and thus getting images on a model. I'm not a blender-noob anymore, but i sure do not know everything there is in blender, so if there are other methods (UVMap+bitmap; procedurals do not count) i'm eager to hear it.
I'd like to see your model. PM is disabled on this board, send it to me at bob_holcomb 'at' hotmail 'dot' com.
No problem, mailed you one test-cube and one model of mine.

Many thanks for your help,
Werner

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

How I got it working

Post by scourage » Sat Apr 01, 2006 5:07 pm

heres what I did to get it working:

open up your blend
using the model view, split the main window
make the new window a UV/Image editor window
in the 3d view window go into face selection mode(F Key)
select all the faces (A key)
You should see all the faces show up in the UV/Image Editor
in the UV/Image editor select the image (or load it and then select it)
If you make the 3d view window show textures, you should see the model with it's texture on it
Run the export script


When I load it in a MD2 viewer, the model looks mostly ok, but the UVs are all borked. I'm looking into fixing it.

update:
-it looked borked because It's strips and fans are being calculated incorrectly

Cheers,

Bob
Halfway down the trail to hell....

Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

Re: How I got it working

Post by Hoehrer » Sat Apr 01, 2006 7:55 pm

scourage wrote:heres what I did to get it working:

open up your blend
using the model view, split the main window
make the new window a UV/Image editor window
in the 3d view window go into face selection mode(F Key)
select all the faces (A key)
You should see all the faces show up in the UV/Image Editor
in the UV/Image editor select the image (or load it and then select it)
If you make the 3d view window show textures, you should see the model with it's texture on it
Run the export script
Ok, i even tried this before and it didn't work then. Now it worked (at least it exported) with the bundled script, so i think i did something wrong back then (e.g no selecting).

I still don't get why the script doesn't just take the texture from the material where it normally is already stored. I figure it's some limitation in de phyton API or something to that extend.

I'll test if the model came out correctly (normals etc..) and report back here. A quick md2-import showed it correctly though.

Many many thanks,
Werner

adenau
Posts: 0
Joined: Tue Mar 28, 2006 3:31 pm

Working better

Post by adenau » Sun Apr 02, 2006 4:20 am

Hi Scourage,

Your updated script is much better. It's no longuer completely destroying my exports. I get a shape that can be recognized, but many of the Y values for my model are wrong. In addition, animations are not exported (Im not sure if they are supposed to be, but the output indicates that 198 frames are exported). It could also be that they are simply not imported in blender. With your permission, I'd like to send you my blender model so you can tell me if Im doing something wrong, or if the export is having problems.

Thanks,

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

Post by scourage » Sun Apr 02, 2006 4:28 pm

Adenau,

I'd be happy to help.

Cheers,

Bob
Halfway down the trail to hell....

Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

Post by Hoehrer » Sun Apr 02, 2006 6:11 pm

Ok, i've tested the bundled export script (no time to test the new script you posted yet). The exported model is messed up (the normals it seems) when used in the q2 engine, but imports fine in blender.

Werner

joeri
Posts: 96
Joined: Fri Jan 10, 2003 6:41 pm
Contact:

Post by joeri » Mon Apr 03, 2006 12:19 pm

Did you use "F" to assign the texture to the object?

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

Post by scourage » Mon Apr 03, 2006 8:50 pm

Hoehrer,

The problem with the normals is that the Lightmap lookup index is not calcuated (it gets set to 0). The engines that I was using to view MD2's recalcuated all thier own normals, so I didn't implement it. I know I looked into it before and I thought it wasn't too difficult to implement. I'll see about getting that added.

cheers,

Bob
Halfway down the trail to hell....

Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

Post by Hoehrer » Mon Apr 03, 2006 11:49 pm

scourage wrote:The problem with the normals is that the Lightmap lookup index is not calcuated (it gets set to 0).
That would explain the messed up output :)
The engines that I was using to view MD2's recalcuated all thier own normals, so I didn't implement it. I know I looked into it before and I thought it wasn't too difficult to implement. I'll see about getting that added.
I can't say how good it is to hear that :) I hope it is not too much work to implement the calculation.

Thanks,
Werner

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

Post by scourage » Tue Apr 04, 2006 5:22 am

Ask and you shall recieve.

I added the lightindex calculations and it seems to look right in my MD2 viewer. IT IS VERY SLOW. Please let me know how it works for you. I still need to work on the gl commands.

cheers,

Bob

Code: Select all


#!BPY

"""
Name: 'MD2 (.md2)'
Blender: 239
Group: 'Export'
Tooltip: 'Export to Quake file format (.md2).'
"""

__author__ = 'Bob Holcomb'
__version__ = '0.16.1'
__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("/home/bob/work/blender_scripts/md2/test-export.md2")
g_frame_filename=Create("default")

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

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

	########## Titles
	glClear(GL_COLOR_BUFFER_BIT)
	glRasterPos2d(8, 103)
	Text("MD2 Export")

	######### Parameters GUI Buttons
	g_filename = String("MD2 file to save: ", EVENT_NOEVENT, 10, 55, 210, 18,
                            g_filename.val, 255, "MD2 file to save")
	########## MD2 File Search Button
	Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)

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

	########## Scale slider-default is 1/8 which is a good scale for md2->blender
	g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 75, 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
	
	#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")
	
	print "result: ", result
	#triangulate or quit
	if result==1:
		#selecting face mode
		Blender.Mesh.Mode(3)
		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|OK")
		return False
			
	elif mesh.faceUV==True:
		for face in mesh.faces:
			if(len(face.uv)==3):
				pass
			else:
				print "Models vertices do not all have UV"
				result=Blender.Draw.PupMenu("Models vertices do not all have UV%t|OK")
				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|OK")
		return False

	#check it has only 1 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|OK")
		return False

	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|OK")
			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|OK")
			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 user_frame_list
	#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=Blender.sys.basename(mesh_image.getFilename())

	#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

	#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
	
	#fill in each frame with frame info and all the vertex data for that frame
	for frame_counter in range(0,md2.num_frames):
		#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])
				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	
			
			
			
			
	#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\n":
				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

######################################################
# Tri-Strip/Tri-Fan functions
######################################################
def find_strip_length(md2, start_tri, start_vert):
	#variables shared between fan and strip functions
	global used
	global strip_vert
	global strip_st
	global strip_tris
	global strip_count

	m1=m2=0
	st1=st2=0
	
	used[start_tri]=2

	last=start_tri

	strip_vert[0]=md2.faces[last].vertex_index[start_vert%3]
	strip_vert[1]=md2.faces[last].vertex_index[(start_vert+1)%3]
	strip_vert[2]=md2.faces[last].vertex_index[(start_vert+2)%3]

	strip_st[0]=md2.faces[last].texture_index[start_vert%3]
	strip_st[1]=md2.faces[last].texture_index[(start_vert+1)%3]
	strip_st[2]=md2.faces[last].texture_index[(start_vert+2)%3]

	strip_tris[0]=start_tri
	strip_count=1

	m1=md2.faces[last].vertex_index[(start_vert+2)%3]
	st1=md2.faces[last].texture_index[(start_vert+2)%3]
	m2=md2.faces[last].vertex_index[(start_vert+1)%3]
	st2=md2.faces[last].texture_index[(start_vert+1)%3]
	
	#look for matching triangle
	check=start_tri+1
	
	for tri_counter in range(start_tri+1, md2.num_faces):
		
		for k in range(0,3):
			if md2.faces[check].vertex_index[k]!=m1:
				continue
			if md2.faces[check].texture_index[k]!=st1:
				continue
			if md2.faces[check].vertex_index[(k+1)%3]!=m2:
				continue
			if md2.faces[check].texture_index[(k+1)%3]!=st2:
				continue
			
			#if we can't use this triangle, this tri_strip is done
			if (used[tri_counter]!=0):
				for clear_counter in range(start_tri+1, md2.num_faces):
					if used[clear_counter]==2:
						used[clear_counter]=0
				return strip_count

			#new edge
			if (strip_count & 1):
				m2=md2.faces[check].vertex_index[(k+2)%3]
				st2=md2.faces[check].texture_index[(k+2)%3]
			else:
				m1=md2.faces[check].vertex_index[(k+2)%3]
				st1=md2.faces[check].texture_index[(k+2)%3]
			
			strip_vert[strip_count+2]=md2.faces[tri_counter].vertex_index[(k+2)%3]
			strip_st[strip_count+2]=md2.faces[tri_counter].texture_index[(k+2)%3]
			strip_tris[strip_count]=tri_counter
			strip_count+=1
	
			used[tri_counter]=2
		check+=1
	return strip_count

def find_fan_length(md2, start_tri, start_vert):
	#variables shared between fan and strip functions
	global used
	global strip_vert
	global strip_st
	global strip_tris
	global strip_count

	m1=m2=0
	st1=st2=0
	
	used[start_tri]=2

	last=start_tri

	strip_vert[0]=md2.faces[last].vertex_index[start_vert%3]
	strip_vert[1]=md2.faces[last].vertex_index[(start_vert+1)%3]
	strip_vert[2]=md2.faces[last].vertex_index[(start_vert+2)%3]
	
	strip_st[0]=md2.faces[last].texture_index[start_vert%3]
	strip_st[1]=md2.faces[last].texture_index[(start_vert+1)%3]
	strip_st[2]=md2.faces[last].texture_index[(start_vert+2)%3]

	strip_tris[0]=start_tri
	strip_count=1

	m1=md2.faces[last].vertex_index[(start_vert+0)%3]
	st1=md2.faces[last].texture_index[(start_vert+0)%3]
	m2=md2.faces[last].vertex_index[(start_vert+2)%3]
	st2=md2.faces[last].texture_index[(start_vert+2)%3]

	#look for matching triangle	
	check=start_tri+1
	for tri_counter in range(start_tri+1, md2.num_faces):
		for k in range(0,3):
			if md2.faces[check].vertex_index[k]!=m1:
				continue
			if md2.faces[check].texture_index[k]!=st1:
				continue
			if md2.faces[check].vertex_index[(k+1)%3]!=m2:
				continue
			if md2.faces[check].texture_index[(k+1)%3]!=st2:
				continue
			
			#if we can't use this triangle, this tri_strip is done
			if (used[tri_counter]!=0):
				for clear_counter in range(start_tri+1, md2.num_faces):
					if used[clear_counter]==2:
						used[clear_counter]=0
				return strip_count

			#new edge
			m2=md2.faces[check].vertex_index[(k+2)%3]
			st2=md2.faces[check].texture_index[(k+2)%3]
			
			strip_vert[strip_count+2]=m2
			strip_st[strip_count+2]=st2
			strip_tris[strip_count]=tri_counter
			strip_count+=1
	
			used[tri_counter]=2
		check+=1
	return strip_count


######################################################
# Globals for GL command list calculations
######################################################
used=[]
strip_vert=0
strip_st=0
strip_tris=0
strip_count=0

######################################################
# Build GL command List
######################################################
def build_GL_commands(md2):
	#variables shared between fan and strip functions
	global used
	used=[0]*md2.num_faces
	global strip_vert
	strip_vert=[0]*128
	global strip_st
	strip_st=[0]*128
	global strip_tris
	strip_tris=[0]*128
	global strip_count
	strip_count=0
	
	#variables
	num_commands=0
	start_vert=0
	fan_length=strip_length=0
	length=best_length=0
	best_type=0
	best_vert=[0]*1024
	best_st=[0]*1024
	best_tris=[0]*1024
	s=0.0
	t=0.0
	
	for face_counter in range(0,md2.num_faces):
		if used[face_counter]!=0: #don't evaluate a tri that's been used
			#print "found a used triangle: ", face_counter
			pass
		else:
			best_length=0 #restart the counter
			#for each vertex index in this face
			for start_vert in range(0,3):
				fan_length=find_fan_length(md2, face_counter, start_vert)
				if (fan_length>best_length):
					best_type=1
					best_length=fan_length
					for index in range (0, best_length+2):
						best_st[index]=strip_st[index]
						best_vert[index]=strip_vert[index]
					for index in range(0, best_length):
						best_tris[index]=strip_tris[index]
				
				strip_length=find_strip_length(md2, face_counter, start_vert)
				if (strip_length>best_length): 
					best_type=0
					best_length=strip_length
					for index in range (0, best_length+2):
						best_st[index]=strip_st[index]
						best_vert[index]=strip_vert[index]
					for index in range(0, best_length):
						best_tris[index]=strip_tris[index]
			
			#mark the tris on the best strip/fan as used
			for used_counter in range (0, best_length):
				used[best_tris[used_counter]]=1
	
			temp_cmdlist=md2_GL_cmd_list()
			#push the number of commands into the command stream
			if best_type==1:
				temp_cmdlist.num=best_length+2
				num_commands+=1
			else:	
				temp_cmdlist.num=(-(best_length+2))
				num_commands+=1
			for command_counter in range (0, best_length+2):
				#emit a vertex into the reorder buffer
				cmd=md2_GL_command()
				index=best_st[command_counter]
				#calc and put S/T coords in the structure
				s=md2.tex_coords[index].u
				t=md2.tex_coords[index].v
				s=(s+0.5)/md2.skin_width
				t=(t+0.5)/md2.skin_height
				cmd.s=s
				cmd.t=t
				cmd.vert_index=best_vert[command_counter]
				temp_cmdlist.cmd_list.append(cmd)
				num_commands+=3
			md2.GL_commands.append(temp_cmdlist)
	
	#end of list
	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):
	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()
	
	#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....

Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

Post by Hoehrer » Tue Apr 04, 2006 11:29 am

Cool, will try it as soon as i'm home again.

Werner

adenau
Posts: 0
Joined: Tue Mar 28, 2006 3:31 pm

Example Fiel

Post by adenau » Tue Apr 04, 2006 2:36 pm

Hey Scourage,

Did you ever get that example I sent you. Just wanted to make sure I sent it to the right address :lol:

Alex

Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

Post by Hoehrer » Tue Apr 04, 2006 8:50 pm

The script seems to work fine now. Will report if something doesn't.
Many thanks for your help :)

Just one feature request though. is it possible to define the path ot the images myself? ... this is especially handy if there are alot of relative sub-dirs in the path to the texture.

Werner

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

Post by $killey3s » Tue Apr 04, 2006 9:17 pm

Hi
I'm havin similar problems with the md2 export script. The one which comes with blender is messed up somehow. I tried this script and i fell on a syntax error line 117

File "<string>", line 117
Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
^
SyntaxError : invalid syntax

That's what's said in the blender console when i run the script from blender.
I don't know much about scripting nor python language so if you could help please! thx

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

Post by scourage » Wed Apr 05, 2006 1:09 am

The problem is that Python is whitespace sensitive. For some reason there is a space in front of "Button("Exit",..." Just delete it and it should work for you.

cheers,

Bob
Halfway down the trail to hell....

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