MD2 export problem
Moderators: jesterKing, stiv
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.
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.
Ditto
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!
Any ideas? I really need to use MD2 for my project, and I'm hoping the exporter will be fixed soon. Please help me!
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
Before export:
http://kassett.net/bild/one.jpg
after import:
http://kassett.net/bild/two.jpg
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
Cheers,
Bob
Halfway down the trail to hell....
Great!
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 =)
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 =)
Not quite yet!
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!
&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!
Testing Help
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
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....