Sauerworld Forum

Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad

Salatiel

  • ***
  • 116
  • +25/-1
    • Projects by Salatiel
Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« on: February 18, 2018, 10:23:07 PM »
 .blend (Blender File) Sauerbraten Playermodels, with bones, ready to use...
I'm not suggesting that you use these models outside the sauerbraten without first contacting the author



I noticed that some people are looking for a way to import the .md5 models from Sauer into Blender, below you will find all the models already in .blend format.



Ogro is not available (already contains a .blend [packages/models/ogro2]). And you will have to link the textures manually.



Hudguns, Armor and Quad are also included







Examples of uses (by me):








blender & mixamo ^

Have fun!

Github: https://goo.gl/nmdKBA
CubeBR: https://goo.gl/cz5mFS

Or download the zip below
« Last Edit: July 13, 2020, 03:44:46 AM by Salatiel »
@Salatiel#5274

pink-vertex

  • *
  • 4
  • +5/-0
Re: Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« Reply #1 on: March 10, 2018, 05:38:47 PM »
I created an addon for this purpose - https://github.com/pink-vertex/blender_addon_md5
It is also possible to import hudguns. The link with the hudguns of captain cannon in this thread is still up - http://cubeengine.com/forum.php?action=display_thread&thread_id=2715

But it should be easy to import the hudgun yourself with the latest version of the addon.

The only thing that is bugging me are the weird transformations of the hudgun models that sauerbraten uses for no reason.
So i will probably post some scripts later to fix these to make it easier to edit them in blender.

Salatiel

  • ***
  • 116
  • +25/-1
    • Projects by Salatiel
Re: Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« Reply #2 on: March 11, 2018, 12:42:51 AM »
Nice, I have not seen your posts before, I think the version of the addon on your repo seems to work better on newer versions of Blender, mine only works on 2.69. But looks like the import/export process is the same in both.
@Salatiel#5274

Suicizer

  • ***
  • 141
  • +6/-5
Re: Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« Reply #3 on: April 02, 2018, 09:35:55 AM »
Keep in mind these models use the same license as Sauerbraten itself (unless other specified).
In that case, it should only be used in the original Sauerbraten version (or an SVN), not a stand-alone mod (neither another game).
Of course you are free to ask the original author for releasing it under a different license (although it should be changed within Sauerbraten also then).

Besides that, nice work!
« Last Edit: April 02, 2018, 09:39:31 AM by Suicizer »

pink-vertex

  • *
  • 4
  • +5/-0
Re: Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« Reply #4 on: April 05, 2018, 11:20:21 AM »
So most of the models shown above might be used non-commercially
Snoutx10k
MrFixit
CaptainCannon
Inky
Hudguns
VWeapons
« Last Edit: April 05, 2018, 11:22:37 AM by pink-vertex »

Dæßi

  • *
  • 1
  • +0/-0
  • Parlez-vous français ?
Re: Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« Reply #5 on: July 12, 2020, 04:34:11 PM »
Hi !
Can anyone tell me how I could load the correct textures of the md5mesh models in blender ? Should I create new materials from scratch or use a UV map of some models textures, or something else ? Do I use Textures or Materials ?

And do you use cycles render or regular blender render with those textures ?

Old topic but I have hope ! :) Take care. See you in game
My name is Dæßi, ∂aisy, ∂aebi, ∂ae, ∆ÆßI. What's yours ?

Salatiel

  • ***
  • 116
  • +25/-1
    • Projects by Salatiel
Re: Sauerbraten .Blend Playermodels/Hudguns/Armor/Quad
« Reply #6 on: July 13, 2020, 05:12:39 PM »
Hi !
Can anyone tell me how I could load the correct textures of the md5mesh models in blender ? Should I create new materials from scratch or use a UV map of some models textures, or something else ? Do I use Textures or Materials ?

And do you use cycles render or regular blender render with those textures ?

Old topic but I have hope ! :) Take care. See you in game

hello, it depends on your application, if you want to render them in internal render or cycles, you need to apply the texture completely, otherwise you will see only the material... In the examples above I used internal render for images and opengl for animations.

The steps are basically the same as you would do to apply a texture to any model using Blender 2.79:

select the model part > edit mode > material tab > "new" > UV/Image editor window > open image > texture tab > "new" > set type as "Image or Movie" > "Browse image to be linked" (icon next to the "new" button) > select the previously opened image.

The skins of the playermodels are in their respective folders (sauerbraten/packages/models/snoutx10k/upper.png and lower.png for example)
@Salatiel#5274