From d572a80a17089328603fc061c5d99e716a85fa2b Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Sun, 17 Apr 2022 21:06:27 +0000 Subject: [PATCH] Update SMD guide --- Exporting-a-weapon-for-Xonotic.md | 31 +++++++++++++++++++++++++++---- 1 file changed, 27 insertions(+), 4 deletions(-) diff --git a/Exporting-a-weapon-for-Xonotic.md b/Exporting-a-weapon-for-Xonotic.md index 2107f27..09b9bf6 100644 --- a/Exporting-a-weapon-for-Xonotic.md +++ b/Exporting-a-weapon-for-Xonotic.md @@ -5,6 +5,9 @@ Blender version recommended: 2.79b or later +You need [dpmodel](https://icculus.org/twilight/darkplaces/files/) to convert SMD files: +- [dpmodel tool](https://icculus.org/twilight/darkplaces/files/dpmodel20091008beta1.zip) + Requires these following tools (addons) for Blender: - [IQM exporter](https://gitlab.com/xonotic/iqm) to export IQM files. - [Source Tools (SMD importer/exporter)](http://steamreview.org/BlenderSourceTools/archives/) to import/export SMD files. @@ -63,12 +66,35 @@ MUST contain `tag_handle`, `tag_shell` and `tag_shot` bone names attached. These `tag_Somename` is another one, you can add if you need some optional animation in this bone. -Moreover, watch out about position and rotation. `h_*.iqm` alterates the position and rotation of `v_.md3`. The positions may not be equal. +Moreover, watch out about position and rotation. `h_*.iqm` alterates the position and rotation of `v_*.md3`. The positions may not be equal. + +`g_*` and `v_*` MUST contain one bone. The animations can't be included. It isn't like `h_*`. ## SMD (includes IQM converter and dpmodel guide) Use Source Tools to export the model. Selecting the mesh and 1 animation, ............ (Guide WIP) +Use iqm.exe from [IQM exporter](https://gitlab.com/xonotic/iqm), in Windows, in CMD execute: `iqm v_myweapon.iqm v_mesh.smd` +
Linux: `./iqm.exe v_myweapon.iqm v_mesh.smd` + +Rename extension to MD3: `v_myweapon.iqm` to `v_myweapon.md3` + +Use dpmodel tool to generate `h_myweapon.dpm` and `h_myweapon.dpm.framegroups`. +
Rename extension to IQM: `h_myweapon.dpm` to `h_myweapon.iqm` and `h_myweapon.dpm.framegroups` to `h_myweapon.iqm.framegroups`. + +More info about dpmodel tool: [dpmodel](dpmodel) + + +**Conclusion**: Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, the issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936 + +# Old methodology + +**IMPORTANT**: In this methodology, you can't make cool animations with separated objects, because `h_*.iqm` here is a plane mesh with bones. + +Note: the model should be rotated as YXZ, instead being XYZ. Because the pit of the weapon is Y, horizontally is X. + +`tag_weapon` is a MUST bone for this methodology. + ## MD3 Before to export, you need to select all objects in the scene. (Pressing A, seeing all objects highlighting orange or red) @@ -131,6 +157,3 @@ It becomes very tedious to make framegroups for models with really many frames, Reference: [IQM animation framegroups (InsideQC Forums)](https://forums.insideqc.com/viewtopic.php?p=55949&sid=952cd347938ae5f2bb8bde276b5a35cd#p55949) - -Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, the issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936 - -- 2.39.2