916 checkerboard v1 codehs fixed
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916 checkerboard v1 codehs fixed
916 checkerboard v1 codehs fixed 916 checkerboard v1 codehs fixed MDL Import / Export For Blender 2.8+
Hey folks. I'm just passing by to announce that I'm (unofficially) picking up the work from QuakeForge for the MDL Import/Export add-on for Blender.
I'm currently adapting the code to work with blender 2.8 or greater (I hope) from now and also start adding some new features.

On that note, I'll need testers or people willing to use it so I can maintain it with a pretty smile. :-)
For now, the importer seems to be working OK, the exporter is next and that's when I'll need most of the test work. But feel free to start importing models into the latest version of Blender!

Changes:
+Added support for Quake Hexen II palettes and palette picker
+Added shadeless material to the render view
+Added import re-scaling option
~Fixed Import API for Blender 2.8
~Minor fixes
-Removed export support for now

To download and test, install the add-on the zip at https://github.com/victorfeitosa/quake-hexen2-mdl-export-import/archive/adapting-to-blender-2-8.zip

For now, send PMs for bug reports and whatnot. I'll soon add guidelines to contributing and bug reporting.

Happy modelling!
916 checkerboard v1 codehs fixed

# Define the square size square_size = 50

Create a checkerboard with 8 rows and 8 columns, with alternating black and white squares.

The 916 Checkerboard V1 problem on CodeHS is a popular challenge that requires students to create a checkerboard pattern using code. Here is a fixed solution to the problem:

# Initialize the canvas canvas_width = 400 canvas_height = 400 create_canvas(canvas_width, canvas_height)

916 checkerboard v1 codehs fixedCool, Good Job! 
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused. 
916 checkerboard v1 codehs fixed 
Does this generate the bunch of QC code necessary to map frames? :D 
916 checkerboard v1 codehs fixedNot Really 
But thats a good idea. When exporting is done I might add that in eventually. 

916 Checkerboard V1 Codehs Fixed Instant

# Define the square size square_size = 50

Create a checkerboard with 8 rows and 8 columns, with alternating black and white squares. 916 checkerboard v1 codehs fixed

The 916 Checkerboard V1 problem on CodeHS is a popular challenge that requires students to create a checkerboard pattern using code. Here is a fixed solution to the problem: # Define the square size square_size = 50

# Initialize the canvas canvas_width = 400 canvas_height = 400 create_canvas(canvas_width, canvas_height) 916 checkerboard v1 codehs fixed

916 checkerboard v1 codehs fixedWhat Is Ask Myself 
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3? 
916 checkerboard v1 codehs fixed#7 
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl 
916 checkerboard v1 codehs fixedActually 
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl 
916 checkerboard v1 codehs fixedNiiiice 
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.

What else comes to mind? 
916 checkerboard v1 codehs fixed 
Flags, fire, chains, breaking doors, breaking walls, etc. 
916 checkerboard v1 codehs fixed
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