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    MD2 Specific Construction Panel

    This plugin defines the variable portions of the Construction panel relative to the MD2 export targets.

    For polygons to be recognized, they neeed to have been assigned to a valid UV map. This is the only requirement. The name of the UV map is irrelevant.

    A MD2 needs only the MD2 and a skin file to exist. The one caveat is that the model only knows one size of skin texture. If you are a developer, the 3rd might be useful to you too ...
    • Skin files
    • Model files
    • - typically tris.md2 ... but I think that's just a 'because it was always like that' sort of thing.
    • Header file
    • - just lists the frames and their index number inside the MD2. This is something that Phillip Martin's q2modeller did, and I found it invaluable. Be sure to check out Phillip's latest project: Aztec.

    Base Directory Info
    This is where you tell the plugin where to put the files you are rendering out. Supposing your output directory is:
  • F:\Games\Quake2\baseq2\models\players\modelname


  • The fields would be defined as:
  • Base dir -
  • F:\Games\Quake2\baseq2
  • Model Subdirectory -
  • models\players\modelname

    All skin files are linked into the model as existing in the Model Subdirectory regardless of where you get them from for your LightWave objects.

    Output Options - the 2 different output files are separated by tabs

    Model specific data:
    • Model name
    • - Filename to export to (no extension)
    • Save w/ all
    • - Whether to save the model geometry or not. If this is just for frame export, uncheck this box.
    • Skin Width/Height
    • - Dimensions of the attached skins.
    Configuration file data:
    • Header file name
    • - Filename to export to. This file contains a series of #define (example) instructions for all you coders. I know I found the q2modeller version extremely useful.
    • Save w/ all
    • - Whether to save the frame data out in the header file or not. If you have no interest in such things, uncheck this box, and be on your way.

    There are no per-loop values. Everything applies to the single mesh in the MD2. Frame names are taken from the FrameLoop list, and numeric incrementers (like LOOP1, LOOP2, ...) are added afterwards. This seems to be consistant with what I've seen other exporters do.
     
    Files, content and images on this site Copyright © 2001 Michael Bristol
    Please contact me for permission before redistributing it in any form.
    This software should not be considered release quality Take care using it!
    LightWave 3d is a trademark of NewTek
    Quake3 is a trademark of id Software
    Unreal Tournament is a trademark of Epic Games