- `g_*.md3`: model mesh for item pickup spawn and third person.
- `h_*.iqm`: for first person animations (if this step used [old methodology](#old-methodology) is a glue of `v_*`); the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](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 third person; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position.
+- `v_*.md3`: model mesh for third person; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position (usually happens in the old methodology).
More info: [Weapon modeling system](Weaponsystem)
`g_*` and `v_*` MUST contain one bone. The animations can't be included. It isn't like `h_*`.
-Required animations:
+Required animations and in the correct order:
- `fire`
- `fire2`
- `idle`
Please note that before exporting, about textures and materials, you have to assign the same as the script like this example shader file (`crylink.shader` file):
```
-crylink_new // your material/texture name
+crylink_new // your material name
{
dpreflectcube cubemaps/default/sky
{
- map textures/crylink_new.tga // your attached texture from Blender
+ map textures/crylink_new.tga // the texture you wanna display in-game, make sure to test in Blender!
rgbgen lightingDiffuse
}
}
```
-Note: `crylink_new` must appear in the material and texture.
+Note: `crylink_new` must appear in the material.
<br/><br/>Material:<br/>
<img src="uploads/abef98eaddd7c61bec7eb467efe4c3fe/crylinkblendermaterialsample.jpg" alt="crylinkblendermaterialsample" width=920 />
-<br/><br/>Texture:<br/>
-<img src="uploads/ca88b1a8cbab9b9c5b81ef43bb9809f3/crylinkblendertexturesample.jpg" alt="crylinkblendertexturesample" width=920 />
<br/>
# New methodology
Take a closer look what is telling here:<br/>
_The "Materials" option controls how material names are generated. "material+image-ext" combines the name of the material and the name of the UV-map image (without its extension or directory) to generate the material name, "material" uses only the name of the material, and "image" just uses the name of the UV-map image (without its directory)._ <br/><br/>
When you export to IQM, you need to watch out that detail after selected File > Export > Inter-Quake Model (.iqm, .iqe).<br/>
-Pay attention to this [section](##textures-and-materials) when you need to export correctly, the material/texture(image) should be one thing, in Export IQM > Materials: > select `material` or `image` instead `material+image-ext`.<br/>
+Pay attention to this [section](##textures-and-materials) when you need to export correctly, the material/texture(image) should be one thing, so do the following: Export IQM > Materials: > select `material` or `image` instead `material+image-ext`.<br/>
<img src="uploads/4fa75dca8ebb724b89d5fd5513fd2787/exportiqmiqeblenderdetails.jpg" alt="exportiqmiqeblenderdetails" width=200 /><br/>
# Old methodology
The fourth number is whether the frame sequence loops. 1 for true, 0 for false. The only frame groups that should loop are the standing, walking and running animations.
-It becomes very tedious to make framegroups for models with really many frames, you can use this sample generated for the darkplaces model compiler. It will work in every iqm model (if you wan you only need to cut the specific number of frames in the framegroups file, but it will work anyway)
+It becomes very tedious to make framegroups for models with really many frames, you can use this sample generated for the DarkPlaces model compiler. It will work in every iqm model (if you wan you only need to cut the specific number of frames in the framegroups file, but it will work anyway)
Reference: [IQM animation framegroups (InsideQC Forums)](https://forums.insideqc.com/viewtopic.php?p=55949&sid=952cd347938ae5f2bb8bde276b5a35cd#p55949)