--- /dev/null
+## WARNING: This tutorial is under construction!
+
+Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).*
+
+Requires [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender.
+
+# Introduction to export a weapon
+**Keep in mind about weapon systems:**
+
+- `g_*.md3`: model mesh for item pickup spawn and third person.
+- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set)
+- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position.
+
+More info: [Weapon modeling system](Weaponsystem)
+
+
+# Textures and UV map
+
+Keep in mind, when you've done your UV map in your model, you need to set this:
+<br />
+<br />
+<img src="uploads/efee46a2a80a232ebe5fa63e30f4e2d9/Md3exp.png" alt="Md3exp" width="300" />
+<br />
+Texture must:
+
+- be of **Image** type
+- mapping type **UV**
+- have UV map assigned
+
+otherwise resulting data block will be filled with zeroes.
+<br />
+<br />
+<img src="uploads/c48fb7565453eab24faca2d6ffec4347/Md3_textures.png" alt="Md3_textures" width="360" />
+<br />
+<br />
+[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/)
\ No newline at end of file
+++ /dev/null
-## WARNING: This tutorial is under construction!
-
-Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).*
-
-Requires [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender.
-
-# Introduction to export a weapon
-**Keep in mind about weapon systems:**
-
-- `g_*.md3`: model mesh for item pickup spawn and third person.
-- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set)
-- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position.
-
-More info: [Weapon modeling system](Weaponsystem)
-
-
-# Textures and UV map
-
-Keep in mind, when you've done your UV map in your model, you need to set this:
-<br />
-<br />
-<img src="uploads/efee46a2a80a232ebe5fa63e30f4e2d9/Md3exp.png" alt="Md3exp" width="300" />
-<br />
-Texture must:
-
-- be of **Image** type
-- mapping type **UV**
-- have UV map assigned
-
-otherwise resulting data block will be filled with zeroes.
-<br />
-<br />
-<img src="uploads/c48fb7565453eab24faca2d6ffec4347/Md3_textures.png" alt="Md3_textures" width="360" />
-<br />
-<br />
-[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/)
\ No newline at end of file