From cecd3054f49f3b676881a2a5a84f9a45065080ab Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Mon, 4 Apr 2022 15:55:20 +0000 Subject: [PATCH] Create Exporting a weapon for Xonotic tutorial - WIP --- Exporting-a-weapon-for-Xonotic-tutorial.md | 29 ++++++++++++++++++++++ 1 file changed, 29 insertions(+) create mode 100644 Exporting-a-weapon-for-Xonotic-tutorial.md diff --git a/Exporting-a-weapon-for-Xonotic-tutorial.md b/Exporting-a-weapon-for-Xonotic-tutorial.md new file mode 100644 index 0000000..2c827c2 --- /dev/null +++ b/Exporting-a-weapon-for-Xonotic-tutorial.md @@ -0,0 +1,29 @@ +## This tutorial is under construction! + +Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).* + +Requires [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender. + +# 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. + + +# Textures and UV map + +Keep in mind, when you've done your UV map in your model, you need to set this: +Md3exp +
+Texture must: + +- be of **Image** type +- mapping type **UV** +- have UV map assigned +otherwise resulting data block will be filled with zeroes. +
+Md3_textures + +[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/) \ No newline at end of file -- 2.39.2