Bill Currie
40f46f2ea3
Complete mdl writing.
...
Except for the normal index in the frame bounds (and potentially frame
names with junk after the terminating nul), the output is identical to the
input for:
mdl=MDL().read("invisibl.mdl")
mdl.write("test.mdl")
2011-09-22 11:44:08 +09:00
Bill Currie
e35dd29a2d
Don't use Vector in mdl.py
...
This will make testing of the MDL class a little easier (independent of
Blender).
2011-09-22 11:43:57 +09:00
Bill Currie
a58f9582b0
Try to write out the skin.
...
Something's not working as all I get is a black texture, but the basics
(MDL writing) seem to be ok.
2011-09-22 00:58:57 +09:00
Bill Currie
ba4ccaf816
Check that all faces are triangles.
2011-09-21 22:34:23 +09:00
Bill Currie
57aa19bd44
Rename qfmdl to io_mesh_qfmdl.
...
This fits in better with the blender addon naming scheme.
2011-09-21 20:18:23 +09:00
Bill Currie
c3b358f470
Clean up the intra-package import lines.
2011-09-21 19:17:16 +09:00
Bill Currie
84f65a0171
Get the "front end" working nicely.
...
Proper enable/disable of export, file filtering and no exceptions :)
2011-09-21 19:17:16 +09:00
Bill Currie
2ca39e7f75
Start working on the exporter.
2011-09-21 17:37:32 +09:00
Bill Currie
4b9a421928
Split out the MDL class.
...
I will need it for the exporter.
2011-09-21 12:34:09 +09:00
Bill Currie
af4a91accf
Do a tiny bit of cleanup.
2011-09-20 19:32:49 +09:00
Bill Currie
b00e865d4c
Make the importer work in both 2.58 and svn blender.
2011-09-20 18:58:45 +09:00
Bill Currie
67ba9129ed
Report bad mdl files.
2011-09-20 13:34:12 +09:00
Bill Currie
9a4e5aef53
Read strings as strings rather than bytes.
2011-09-20 13:33:41 +09:00
Bill Currie
a32e45d2d5
Refactor the import code.
...
This should make things a little more maintainable.
2011-09-20 12:44:37 +09:00
Bill Currie
d90fd4cee9
Fix a mistake found by a debug build of blender.
2011-09-18 18:49:16 +09:00
Bill Currie
c65522b5cf
Add key frames for all shape keys.
2011-09-18 15:37:17 +09:00
Bill Currie
94ac2fa675
Remove a debug print
2011-09-18 10:37:28 +09:00
Bill Currie
b57e098e93
Rewrite the frame group to action conversion.
...
Now it works :) Mostly :/ Need to figure out how to "finalize" the action.
Also, blender occasionally loses my skin texture :(
2011-09-18 09:58:59 +09:00
Bill Currie
dbb1df70b5
Fix frame merging for mdlv3 files.
...
v3 files have no name fields in the frames, so we need to store the
generated name.
2011-09-18 09:18:49 +09:00
Bill Currie
ad8afec84c
Merge multiple frames into a single frame group.
...
But only if they seem to be related (ie, the frame name is the same up to
the number). This will later become optional, but it allows me to test
some of the frame group code.
2011-09-17 23:41:35 +09:00
Bill Currie
dc76ad6556
Create actions for frames and frame groups.
...
Simple frames get a one key action, groups get an action with a key per
subframe.
2011-09-17 23:13:21 +09:00
Bill Currie
644f4db9d1
Add support for v3 (qtest) mdl files.
...
Finally, I can see the dragon in all its... glory?
2011-09-17 09:05:07 +09:00
Bill Currie
f7de55ed5e
Create a shape key for every frame and subframe.
...
Shammy has no frame groups :(. Need to find a model with groups.
2011-09-16 20:59:39 +09:00
Bill Currie
b0af18478b
Be a little more direct in object linking and materal adding.
2011-09-16 19:14:31 +09:00
Bill Currie
de24fa99a8
Break out the skin/material setup code.
2011-09-16 17:57:07 +09:00
Bill Currie
41213f2c30
Make the skin show in blender's 3d view.
...
Much thanks to ideasman_42 for showing me which code I needed to grok to
get it working.
2011-09-15 22:45:23 +09:00
Bill Currie
320f613263
Give the uvlayer texture a name.
2011-09-15 20:39:26 +09:00
Bill Currie
257fefca38
Link the first skin to the imported object.
...
The texture doesn't display properly in 3d space in texture mode yet.
2011-09-15 19:52:18 +09:00
Bill Currie
7489d5646b
Convert all skins.
...
Skin groups are now partially supported.
2011-09-15 19:51:52 +09:00
Bill Currie
f8e1e3d4ec
Fix incorrect bracket/parens
2011-09-15 19:18:31 +09:00
Bill Currie
11f37298be
Reveres the face windings.
...
Blender's vertex order and quake's vertex order seem to be opposed.
2011-09-15 17:23:40 +09:00
Bill Currie
0569e0ebd3
Build the uv layout.
2011-09-15 13:21:08 +09:00
Bill Currie
99ff91e341
Load the skins into blender images.
...
Skin groups are not yet supported (skipped).
2011-09-15 11:29:54 +09:00
Bill Currie
9d025e0058
Begin working on an mdl import/export plugin for blender.
...
This is only preliminary at this stage:
o No export yet.
o Only the first frame is converte4d.
o Skins are not yet converted
2011-09-14 19:33:51 +09:00
Bill Currie
5029fde3e1
Fix the bogus frags on death.
...
I'd missed some casts in the MSG_ReadShort change.
2011-09-11 17:49:24 +09:00
Bill Currie
3de5575def
Move the menu files into the QF directory for win32.
2011-09-11 17:13:20 +09:00
Bill Currie
e7f845ece1
Fix the accidentally broken model precaching.
...
This fixes the explodebox bug reported by scar3crow (thanks!), caused by a
subtle difference between nq and qw precaching (nasty).
2011-09-11 17:07:41 +09:00
Bill Currie
cb9a30e949
Fix registered game detection.
...
registered detection needs qfs to be initted, but qfs needs game to be
inited... so move the qfs init into game init before the registered check.
2011-09-11 15:40:36 +09:00
Bill Currie
d9ab3a1f54
Move the config file/command line parsing into qargs.c
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I don't like the COM prefix, but it will do for now.
2011-09-11 14:57:05 +09:00
Bill Currie
a71acc9ae5
Move the essential init code into Sys_Init().
2011-09-11 14:56:47 +09:00
Bill Currie
f921005a5d
Nuke com.c.
...
It's contents have been moved into game.c and massaged appropriately.
2011-09-11 14:55:13 +09:00
Bill Currie
6fb73b5ae8
Nuke some mystery code.
...
I have no idea why I did that, but it crept in with the var substitution
fix, so I guess it might have been an attempt to fix a bug, but it looks
like it was broken anyway.
2011-09-11 13:10:14 +09:00
Bill Currie
e5add8b4f5
Use dstring_freeze() to cleanup some code.
2011-09-11 13:09:24 +09:00
Bill Currie
8bab548d16
Make the hud type configurable via dirconf.
...
Currently only "id", "hipnotic" and "rogue" are supported (anything else is
treated as "id"). Has no effect in quakeworld (good thing too: changing
gamedirs is a little broken).
2011-09-11 08:13:26 +09:00
Bill Currie
b9401fe7c6
Fix incomplete removal of old files.
2011-09-10 18:10:51 +09:00
Bill Currie
8e30d3098e
Fix asm ilnking in mingw.
...
It seems that recent binutils/libtool doesn't like exporting symbols that
don't begin with a _.
2011-09-10 17:49:14 +09:00
Bill Currie
1f4a6daafb
Fixes for win32.
...
I'd forgotten why SDL_main had such a lame prototype.
It turns out my previous mingw testing wasing testing SDL :(
2011-09-10 17:47:38 +09:00
Bill Currie
f3017edf0d
Fix RPM building.
2011-09-10 15:10:45 +09:00
Bill Currie
da7ddc35c0
Fix the segaults when trying to use snd_disk.
...
It's output is still bogus (and it writes to the current directory!), but
at least the plugin can be used without any nasty issues.
2011-09-10 12:07:18 +09:00
Bill Currie
bfd1680c15
Fix a 32/64 bit portability issue.
2011-09-09 19:56:16 +09:00