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Posted (edited)

I've been told that there is a 50% chance that importing does not work correctly, till now, I had been lucky, but yesterday I got this:

image.png.393bccd06d573d565ab6b8ff5ec7e4c5.png

 

Is there a way to fix this?


 

Edited by JackFarmer
Posted

This static dude (I need this stuff for paintings) misses the correct skins/textures even if I simply re-import the unrigged mesh:

image.png.8b1fe311eda1df370196df04b1401586.png

 

He should wear the blue acolyte dress. Is there a generic way to fix this? I am really having a hard time understanding the logic behind the material/texture/skin dependencies. :(

Posted
5 hours ago, JackFarmer said:

Is there a way to fix this?

I have been told with the right archaic software there is a way, but with blender there is only pain.

I will not say this is correct or easy, and would love to hear of an easier way, but I have “fixed” several md5 meshes by exporting a clean version of the model def from DR as an ase. The model def is what you actually see in the editor and appears uncorrupted, thus the output from dr is uncorrupted. You should make a copy of the model def and use a text editor to change its display pose to be the t-pose before exporting it.

When you import that in blender it will be clean, but it will have no skeleton, no bones or joints, and no weight painting, which means it won’t animate.

So you have to go through the corrupted mesh, and on the broken parts transfer their bone data to the equivalent part of your clean mesh. On the clean mesh add the skeleton modifier and point it at the same skeleton as the corrupted mesh.

You then have to transfer or redo the weight painting - which is a whole thing. For the purpose of posing you may be able to use the auto generate weight paint feature using the skeleton - this probably wouldn’t be sufficient for compatibility with the games animations, but it will let you manipulate the model.

Apologies in advance. Once you do it once or twice you make a kind of peace with it I suppose.

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-=  IRIS  =-    ♦    = SLL =

Posted

@JackFarmerHere is an example of model def modified so that it displays a t-pose (or "af-pose") in DR:

Spoiler

model tdm_ai_townsfolk_female_t
{


   inherit             tdm_ai_townsfolk_female
    anim idle  models/md5/chars/guards/proguard/af_pose.md5anim
    anim pain models/md5/chars/guards/proguard/af_pose.md5anim
    anim failed_ko models/md5/chars/guards/proguard/af_pose.md5anim

}

Frankly - I don't why the display pose in DR isn't a t-pose as that is how models spawn in the game - so this would make things like binding items to ai precisely a whole lot easier - but that is a an aside.

It does make me thing of another way though - which if you only need a model with a static pose - you could create said pose on an uncorrupted model in blender - then export the pose as an .md5anim, then make a model def inheriting the actual model you want and point the anim_idle at your new pose.

Then when you place the model in DR it should be posed as you like and you can position and export the model.

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-=  IRIS  =-    ♦    = SLL =

Posted

Out of curiosity I tried to export skeleton entity as .ase but nothing happens when I do that. I can export brushes but not entities.

It's only a model...

Posted

@Wellingtoncrab@JackFarmer

I tried exporting with Scripts > Export ASE. That won't work. You have to use File > Export Selected as Model. I swapped zombie_idle.md5anim with af_pose.md5anim to get the T-pose.

This might be a better way of dealing with broken md5 models. Instead of redoing weights you can transfer the shape from one model to another as Shape Keys > Join as Shapes:

You'll need to apply it before exporting.

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It's only a model...

Posted
14 hours ago, Arcturus said:

@Wellingtoncrab@JackFarmer

I tried exporting with Scripts > Export ASE. That won't work. You have to use File > Export Selected as Model. I swapped zombie_idle.md5anim with af_pose.md5anim to get the T-pose.

This might be a better way of dealing with broken md5 models. Instead of redoing weights you can transfer the shape from one model to another as Shape Keys > Join as Shapes:

You'll need to apply it before exporting.

 

Thank you very much for your help, however, I do not have lots of experience with blender - apart from some character rigging welli taught me earlier this year.

What is my mistake?

https://streamable.com/g16d07
 

Posted
1 hour ago, Arcturus said:

@JackFarmer Original model's origin is between feet, yours is in the center. When exporting from Darkradiant select "Use Origin of Entity".

Got it. Did a test pose and wanted to export as .ase, but how to do that now? I cannot apply the modifier as the program says that does not work when shape keys have been applied...?

image.thumb.png.44b1c1b097d63f13de2a27cec9cf674c.png

Posted

@Arcturus

...and this result  is the source for the painting material/texture:


battle_of_brimswood.thumb.jpg.44be393ae05957f94ce456198ba3d6d1.jpg

The torso of the Builder's body got somehow corrupted during import, it looked as if there is something missing (or had already been eaten by the zombies). I just put two brushes with a similar texture into the body. After applying a filter, one does not really see it anymore.

 

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