macmoy@Posted: Wed Jul 23, 2008 2:40 am :
where is the official md5 exporter used in doom 3?
i found 2 md5 exporter but the 1st one has problems. if i add material to a cube. the will will be 6 meshes inside md5mesh. the other one have a different number of vertices,tris,weights from the 1st one.

where is the official exporter??

please send me the link,,thank you very much!

by the way,,Im using 3ds Max 8



der_ton@Posted: Wed Jul 23, 2008 10:13 am :
There is no official exporter for 3dsmax. None of the inofficial exporters (Berserker's or mine) have "problems", only certain limitations (due to the md5 format mostly) that will look like problems if they are ignored. Sorry for me being such a smartass. :)



macmoy@Posted: Wed Jul 23, 2008 3:26 pm :
thanks for the reply der_ton

so why is it dividing the cube into 6 meshes when a material is added? unlike the other md5 exporter..

where can i find the normals?



der_ton@Posted: Wed Jul 23, 2008 7:11 pm :
If you are using different materials for the 6 different sides, then the exporter has no other choice. In MD5 a mesh has one material, the one that is referenced in the mesh's "shader" line, that's why there can be many meshes in a MD5Mesh file, all animated by the same skeleton.
If Berserker's exporter exports your cube as one mesh then I'm not sure what's going on.
My exporter will export your cube as 6 different meshes if those sides are one material but have 6 different submaterial ids, because it assumes these really translate into different shader references. The biggest difference between my exporter and Berserker's is how they assume the materials to be set up across the object(s) that should be exported.



Kristus@Posted: Wed Jul 23, 2008 7:55 pm :
Well, you exporter separates it just about anywhere it's split by a UV map. The Doom3 exporter however doesn't. As can be seen on the original models all being one mesh for the entire body.



6th Venom@Posted: Wed Jul 23, 2008 10:58 pm :
Vanilla Doom3 md5meshes have also some splitted edges (and so smoothgroups) at UVs splits, look at the fatty's tophead.
They also got a strange way of applying smoothgroups, so i suppose their maya exporter don't work totally the same way.

The easiest way to avoid this artifacts is to not apply at all a smoothgroup to your low_mesh's faces,
then renderbump/render-to-texture (your new normalmap will take care of unsmoothed faces), then use unsmoothtangent material's keyword.



der_ton@Posted: Thu Jul 24, 2008 10:06 am :
Kristus wrote:
Well, you exporter separates it just about anywhere it's split by a UV map. The Doom3 exporter however doesn't. As can be seen on the original models all being one mesh for the entire body.

I thought we were talking about splitting into meshes for different material references, not about splitting up vertices within a mesh because of UV seams or tangentspace? I'm not sure which one you refer to. Macmoy clearly is talking about 6 "mesh" entries within a md5mesh file where he expected there to be only one.

edit: in order to understand how my exporter expects the materials to be set up, I recommend importing a vanilla game character with my importer, because this generates in 3dsmax a mesh + multimaterial/submaterials just like the exporter wants them. If you use one submaterial for the entire body, then the exporter will assign the entire body to one mesh. If your mesh is split up into more than one mesh after export, then the exporter found some reason to do so, it's really not doing that just to annoy you. Best chances are to take a look at the submaterial indices of your triangles in 3dsmax.
A bad thing to do is to have a multimaterial with submaterials that are actually all the same material. The exporter will not check if all parameters of a submaterial are identical to another one and merge the two. It will simply assume that these are different materials requiring different meshes and shader references in the md5mesh file.



macmoy@Posted: Wed Jul 23, 2008 2:40 am :
where is the official md5 exporter used in doom 3?
i found 2 md5 exporter but the 1st one has problems. if i add material to a cube. the will will be 6 meshes inside md5mesh. the other one have a different number of vertices,tris,weights from the 1st one.

where is the official exporter??

please send me the link,,thank you very much!

by the way,,Im using 3ds Max 8



der_ton@Posted: Wed Jul 23, 2008 10:13 am :
There is no official exporter for 3dsmax. None of the inofficial exporters (Berserker's or mine) have "problems", only certain limitations (due to the md5 format mostly) that will look like problems if they are ignored. Sorry for me being such a smartass. :)



macmoy@Posted: Wed Jul 23, 2008 3:26 pm :
thanks for the reply der_ton

so why is it dividing the cube into 6 meshes when a material is added? unlike the other md5 exporter..

where can i find the normals?



der_ton@Posted: Wed Jul 23, 2008 7:11 pm :
If you are using different materials for the 6 different sides, then the exporter has no other choice. In MD5 a mesh has one material, the one that is referenced in the mesh's "shader" line, that's why there can be many meshes in a MD5Mesh file, all animated by the same skeleton.
If Berserker's exporter exports your cube as one mesh then I'm not sure what's going on.
My exporter will export your cube as 6 different meshes if those sides are one material but have 6 different submaterial ids, because it assumes these really translate into different shader references. The biggest difference between my exporter and Berserker's is how they assume the materials to be set up across the object(s) that should be exported.



Kristus@Posted: Wed Jul 23, 2008 7:55 pm :
Well, you exporter separates it just about anywhere it's split by a UV map. The Doom3 exporter however doesn't. As can be seen on the original models all being one mesh for the entire body.



6th Venom@Posted: Wed Jul 23, 2008 10:58 pm :
Vanilla Doom3 md5meshes have also some splitted edges (and so smoothgroups) at UVs splits, look at the fatty's tophead.
They also got a strange way of applying smoothgroups, so i suppose their maya exporter don't work totally the same way.

The easiest way to avoid this artifacts is to not apply at all a smoothgroup to your low_mesh's faces,
then renderbump/render-to-texture (your new normalmap will take care of unsmoothed faces), then use unsmoothtangent material's keyword.



der_ton@Posted: Thu Jul 24, 2008 10:06 am :
Kristus wrote:
Well, you exporter separates it just about anywhere it's split by a UV map. The Doom3 exporter however doesn't. As can be seen on the original models all being one mesh for the entire body.

I thought we were talking about splitting into meshes for different material references, not about splitting up vertices within a mesh because of UV seams or tangentspace? I'm not sure which one you refer to. Macmoy clearly is talking about 6 "mesh" entries within a md5mesh file where he expected there to be only one.

edit: in order to understand how my exporter expects the materials to be set up, I recommend importing a vanilla game character with my importer, because this generates in 3dsmax a mesh + multimaterial/submaterials just like the exporter wants them. If you use one submaterial for the entire body, then the exporter will assign the entire body to one mesh. If your mesh is split up into more than one mesh after export, then the exporter found some reason to do so, it's really not doing that just to annoy you. Best chances are to take a look at the submaterial indices of your triangles in 3dsmax.
A bad thing to do is to have a multimaterial with submaterials that are actually all the same material. The exporter will not check if all parameters of a submaterial are identical to another one and merge the two. It will simply assume that these are different materials requiring different meshes and shader references in the md5mesh file.