Model positioning


(nonoMapper) #1

Howdy,

i am still learning to use blender and i’m slowly getting forward using blender and understand certain things.
My problem is that if i re-do a model, for example a knife, it is hard to position the knife exact like the original knife model (v_knife_barrel.md3) so that it fits into the glove.

I also noticed some models only contain tags so i cannot import them.

So, i tried to im and export the original .md3 files to .obj or .dae files with different results when importing them to blender aka. wrong positioning.

My question is: what is the best way to replace a model and position it correctly.

Like i said: i can import the original converted model AND change the size of the new model to match the original size BUT it never matches the original position.

I hope you can understand and give me some tips or directions where to look at.
Thanks:)


(-SSF-Sage) #2

About placement. You must be careful with the origin. You probably know what origin means as you are a mapper. In blender the origin is the grey dot you see in Object mode, and you have to align it exactly to 0 0 0. Also what ever you do to the model, you should do it in Edit mode, or otherwise you might accidentally move the origin and the placement will fail. So if the origin is in the same place as in the old model, the placement should be same.

About importing tags. Yes it should be possible with most importers, maybe you have bad importer? Tag-only models can be used to bundle different models/entities into one. Most likely you see these “empty models” used in a script_mover if you want to keep your brush art but still want to have anything attached-to-tag to it.


(nonoMapper) #3

Hi Sage,

Thanks for the good explanation :slight_smile: Really, i didnt know about the origin dot and its a good help to know.
I’m not a mapper or modeler at all but i kinda enjoy learning blender and later maybe mapping.

Anyway it’s already better working with the origin dot. Waay better than before.
Still it’s a bitch to position. Especially the hand with knife.

I export using either assimpview or noesis. I export in the DAE format because exporting in OBJ seems to mess up the original position.
I just thought that when i manage to import the “empty” models (tag models?) its easier to position but i kinda doubt that now.

Thanks again Sage


(Mateos) #4

You may try this one for Blender:
http://forums.duke4.net/topic/5358-blender-26-md3-export-script/


(-SSF-Sage) #5

You are welcome. :slight_smile: Yes I know that modelling sometimes can take many tests before getting the desired look. And also that blender’s scale is just ridicilously tiny compared to Q3 units.

Tags are not used anyway else than attaching something to your model. Imagine the gold on the back of the truck, truck wheels or gun fire. It is just a mark on the model, and the origin of the second model/entity is attached to the desired tag. You don’t have to have any tags, and you can have multiple in your model too.

IIRC, in blender to add a tag you have to select “empty” from the “add” menu. And then name it tag_* :wink:


(nonoMapper) #6

[QUOTE=Mateos;418794]You may try this one for Blender:
http://forums.duke4.net/topic/5358-blender-26-md3-export-script/[/QUOTE]
I use that md3 exporter version allready. Works perfect for the stuff i do :slight_smile:

[QUOTE=-SSF-Sage;418805]You are welcome. :slight_smile: Yes I know that modelling sometimes can take many tests before getting the desired look. And also that blender’s scale is just ridicilously tiny compared to Q3 units.

Tags are not used anyway else than attaching something to your model. Imagine the gold on the back of the truck, truck wheels or gun fire. It is just a mark on the model, and the origin of the second model/entity is attached to the desired tag. You don’t have to have any tags, and you can have multiple in your model too.

IIRC, in blender to add a tag you have to select “empty” from the “add” menu. And then name it tag_* :wink:[/QUOTE]

Again thanks. Well explained sir :slight_smile:
It sure takes a lot of tests before its useable in-game but finally, i got it properly setup. yay