Comments (8)
Hmm, I can't reproduce Close in File menu closing all windows on Debian 11. (Quit is suppose to but Close should not.) What Maverick version and operating system are you using?
Quake 2 MD2 only supports one texture/material for the model so all faces would need to be in one image. (Quake 3 MD3 supports multiple.) Additional materials are exported as MD2 skins that the game could switch to.
Materials
You can create a material in menu -> Materials -> Edit Materials... -> New Material -> (material name isn't exported to MD2) and then click Set Texture... to assign the texture.
Groups
Select all geometry and create a group (mesh) in menu -> Materials -> Edit Groups... -> New -> (group name isn't exported to MD2) and then click Faces: Add To Group and set "Texture" to the material you created. ("Texture" here should really be Material.)
For two textures—which can't be used with MD2—you would create two groups and materials, assign half of the sphere to each group, and set different materials.
Texture Coordinates
For both sides to display the exact same texture or if two textures are used; There is menu -> Materials -> Edit Texture Coordinates... and with Map Scheme: Group, click Reset Coordinates. This will make two sides display the same image. This doesn't allow two unique face images with one texture but it would if using multiple textures.
The whole sphere can have a unique texture; Select Create Texture Projector at the far right side of the toolbar and then click in the middle of the sphere and drag to the edge of sphere. Select all geometry and then go to menu -> Materials -> Edit Projection... and click Add Faces to Projection and Apply Projection. (I don't really know how best to set the projector up well for good texture coordinates; the dark green line is the texture seam I think.)
Use menu -> Materials -> Paint Texture... to export the UV map for reference to apply faces to both sides of the sphere texture.
Export
The texture filename written to the MD2 model is MD2_PATH metadata followed by the texture filename (MD2_PATH + / + texture_basename.pcx). You can set MD2_PATH in menu -> Model -> Edit Metadata... -> New and then set key to MD2_PATH and set value to the directory in the Quake filesystem (for example, models/players/sarge).
This is kind of bizarre. I hope to change it to use the material name eventually.
(MD3 export uses MD3_PATH instead.)
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I am using Debian Buster 11 x64 and the version of the MM3D (I didn't download the binary i just compiled the program myself) is this one : 1.3.12. Thanks again for help!
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I tried Maverick 1.3.12 compiled from source on Debian 11 amd64 but File -> Close only closes one window. Does it happen with new windows or do you need to open a specific model or something?
To check if it's crashing when Close is clicked you could try build it with debug symbols (pass "--enable-debug=yes" to configure script and then build with make) and run it in GNU debugger (gdb --ex run --args ./src/mm3d
). After clicking Close, type backtrace in GDB and press enter. "quit" will exit GDB. If it gives you a backtrace, post it here.
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I will check it or may be I am going to recompile the code. I have another last question but has to be about meshes, let see that I have cut two meshes (one torus and one circle in the middle) and I want to join each middle part together or make them one material and I have selected bot meshes. I mean which command in MMD3 is used to stick or join cut meshes together ?
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Sorry forget about this last question, I just found the solution in the help in your webpage!
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I am using Debian Buster 11 x64
Those Debian codename and version do not match. For clarification, are you using Debian 10 (Buster) or Debian 11 (Bullseye)?
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Debian 11 Bullseye but it seems that the issue has been resolved and thanks for help !
from mm3d.
Okay. I'm glad it worked out.
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Related Issues (20)
- Material/light parameters are backward, should be swapped HOT 2
- 1.3.13 Minor Animation Issue When Starting New Animation HOT 2
- md3filter.cc DBL_MIN should probably be -DBL_MAX HOT 1
- Groupwin (Clean up) doesn't remove materials (as advertised)
- Zero divide is missing from normalize/normalize3 (glmath.h/glmath.cc) functions HOT 2
- edgedivcmd.cc reverses addTriangleToGroup's args HOT 1
- glmath.h operator-= and += don't return & reference
- Model>Edit Model Meta Data... does not save changes HOT 1
- Request to not antialias the Paint Texture image HOT 6
- Opening and Immediately Closing
- knuckleheaded code in bsptree.cc HOT 2
- After creating triangle using "Make face from vertices", allow "Invert normals" to operate on this newly added triangle HOT 2
- Adjustable radius and strength options for attract tools.
- Support spacemice HOT 3
- two years passed without release HOT 3
- Grid snapping? HOT 1
- Add Pixelated Texture view HOT 1
- Animation mode won't allow moving verticies on Linux HOT 3
- Export to WRML/WRL (for Kicad models)
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