## :rotating_light: :warning: WARNING: This tutorial is under construction! :warning: :rotating_light:
# Modeling requirements
### To follow this, you need knowledge about modeling using Blender
Blender version recommended: 2.79b or later
Requires these following tools (addons) for Blender:
- [IQM exporter](https://gitlab.com/xonotic/iqm) to export IQM files.
- [MD3 importer/exporter](https://github.com/neumond/blender-md3) to import/export MD3 files.
***IMPORTANT NOTE**: if you want to contribute, it's strongly important use 2.79b version for compatibility cases, they need to open from this version. Share the .blend file saved from 2.79b, make sure to work properly for this version!*
# Introduction to export a weapon
**Keep in mind about weapon systems:**
- `g_*.md3`: model mesh for item pickup spawn and third person.
- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set)
- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position.
More info: [Weapon modeling system](Weaponsystem)
# Textures and UV map
### For MD3 exportation:
You have to add single material with single texture for every mesh object. Name of texture node will be written as is into MD3 data (suffixes like .001, .002 are ignored, feel free to use one texture for many meshes).
Keep in mind, when you've done your UV map in your model, you need to set this:
Texture must:
- be of **Image** type
- mapping type **UV**
- have UV map assigned
otherwise resulting data block will be filled with zeroes.
If you didn't this, the model will be invisible and it won't be able to interact shaders.
[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/)
# Starting to export
Keep in mind, you need to set these modifiers for each mesh/model object:
## MD3
Before to export, you need to select all objects in the scene. (Pressing A, seeing all objects borders are turning orange or red)
## IQM
Before to export, you need to select all objects in the scene. (Pressing A, seeing all objects borders are turning orange or red)