Post by Null on Mar 9, 2015 14:38:56 GMT -5
Model Converter for Quake 1 2 3: (MDL, MD2, and MD3 formats)
Here's how you can convert models from Quake1 or Quake 3 into Quake 2 MD2 Format:
Download and extract a little tool called model converter: (http://www.icculus.org/qshed/qwalk/)
modelconv.rar
This contains a model converter for command-line which can import MDL, MD2, or MD3 models, and export to MD2.
Sample command line for Q1 to Q2 conversion:
modelconv -i in.mdl out.md2
Here's an example command line you can use in your batch file to convert props from Q3 to Q2, although you might need to adjust the variables for your texture:
Imports the model model.md3, loads into it the image texture.jpg (resampled to 300x200), and exports it to MD2, converting the texture to the Quake2 palette.
modelconv -i model.md3 -tex texture.jpg -texwidth 300 -texheight 200 out.md2
Usage:
modelconv [options] -i infilename outfilename
Output format is specified by the file extension of outfilename.
Options:
-i filename specify the model to load (required).
-notex remove all existing skins from model after importing.
-tex filename replace the model's texture with the given texture. This
is required for any texture to be loaded onto MD2 or MD3
models (the program doesn't automatically load external
skins). Supported formats are PCX, TGA, and JPEG.
-texwidth # see below
-texheight # resample the model's texture to the given dimensions.
-skinpath x specify the path that skins will be exported to when
exporting to md2 (e.g. "models/players"). Should not
contain trailing slash. If skinpath is not specified,
skins will be created in the same folder as the model.
-flags # set model flags, such as rocket smoke trail, rotate, etc.
See Quake's defs.qc for a list of all flags.
-synctype x set synctype flag, only used by Quake. The valid values
are sync (default) and rand.
-offsets_x # see below
-offsets_y # see below
-offsets_z # set the offsets vector, which only exists in the MDL
format and is not used by Quake. It's only supported here
for reasons of completeness.
-renormal recalculate vertex normals.
-rename_frames rename all frames to "frame1", "frame2", etc.
-force force "yes" response to all confirmation requests
regarding overwriting existing files or creating
nonexistent paths.
Here's how you can convert models from Quake1 or Quake 3 into Quake 2 MD2 Format:
Download and extract a little tool called model converter: (http://www.icculus.org/qshed/qwalk/)
modelconv.rar
This contains a model converter for command-line which can import MDL, MD2, or MD3 models, and export to MD2.
Sample command line for Q1 to Q2 conversion:
modelconv -i in.mdl out.md2
Here's an example command line you can use in your batch file to convert props from Q3 to Q2, although you might need to adjust the variables for your texture:
Imports the model model.md3, loads into it the image texture.jpg (resampled to 300x200), and exports it to MD2, converting the texture to the Quake2 palette.
modelconv -i model.md3 -tex texture.jpg -texwidth 300 -texheight 200 out.md2
Usage:
modelconv [options] -i infilename outfilename
Output format is specified by the file extension of outfilename.
Options:
-i filename specify the model to load (required).
-notex remove all existing skins from model after importing.
-tex filename replace the model's texture with the given texture. This
is required for any texture to be loaded onto MD2 or MD3
models (the program doesn't automatically load external
skins). Supported formats are PCX, TGA, and JPEG.
-texwidth # see below
-texheight # resample the model's texture to the given dimensions.
-skinpath x specify the path that skins will be exported to when
exporting to md2 (e.g. "models/players"). Should not
contain trailing slash. If skinpath is not specified,
skins will be created in the same folder as the model.
-flags # set model flags, such as rocket smoke trail, rotate, etc.
See Quake's defs.qc for a list of all flags.
-synctype x set synctype flag, only used by Quake. The valid values
are sync (default) and rand.
-offsets_x # see below
-offsets_y # see below
-offsets_z # set the offsets vector, which only exists in the MDL
format and is not used by Quake. It's only supported here
for reasons of completeness.
-renormal recalculate vertex normals.
-rename_frames rename all frames to "frame1", "frame2", etc.
-force force "yes" response to all confirmation requests
regarding overwriting existing files or creating
nonexistent paths.