Blender build?


(PyroGXPilot) #1

When the etqw community was up there was a build of blender that I acquired from there that had provisions for a way-longer material name than usual. I lost it and cant seem to find it, anyone here happen to have it?


(murka) #2

If you use pre-2.5x blender you could change the place the material is fetched(of you can do the same for 2.5x). Change it to a custom property as it allows long info.

in blender2md5.py ln781(i could be off slightly):

- material       = MATERIALS.get(image_filename) or Material(image_filename)
+ material        = obj.getProperty("material").data

then set the “material” property in blender for each mesh.


(SphereCow) #3

Do you know how to do this in 2.4x? Namely 2.49?

Each time I create an md5mesh I have to edit the shader strings, and that’s a pain in the ass. It’s nice being able to export directly on top of an existing mesh without having to navigate with Blender’s pre 2.5x UI.


(murka) #4

That’s the script for blender 2.49, working fine here. 2.5x uses io_export_md5.py


(PyroGXPilot) #5

I was thinking more along the lines of using blender to make lwo. models(static)


(murka) #6

Well, i’m sure you can edit the .lwo export script in the same manner…


(PyroGXPilot) #7

I dont know how to script? any pointers.


(murka) #8

Well, it was my first experience with python scripts as well, but google for references and stuff.
I might look into it if i have time.