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关于MD2格式的问题。。。。能说话的都请进。。。

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发表于 2012-11-5 12:44:00 | 显示全部楼层 |阅读模式
MD2可以用什么软件导出呢?????????

我下了一个插件。。装在MAX下,导进一个MD2文件,那个文件自带的PCX格式图片不能被加载进来。。。。。这个问题要咋解决呢????

而且PCX格式的图片用PS打开,是灰色的??要装插件??哪有下???

然后用MAX的导出插件,导出一个MD2文件,放到MD2 Viewer 1.4里面加载。为什么一加载就崩溃呢?????

求指点。。。。。 [em4] [em4] [em4] [em4]

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发表于 2012-11-6 09:43:00 | 显示全部楼层

Re:关于MD2格式的问题。。。。能说话的都请进。。。

给你一个MAX的导出脚本:

-------------------------------------
--MD2 Exporter
--Version 1.01 for max 4
--Adam Barton
--Email adam@add3d.co.uk
-------------------------------------

global md2lastfile=""
global MD2Export
global nlist=#([-0.525731, 0.000000, 0.850651],[-0.442863, 0.238856, 0.864188],[-0.295242, 0.000000, 0.955423],[-0.309017, 0.500000, 0.809017],[-0.162460, 0.262866, 0.951056],[0.000000, 0.000000, 1.000000],[0.000000, 0.850651, 0.525731],[-0.147621, 0.716567, 0.681718],[0.147621, 0.716567, 0.681718],[0.000000, 0.525731, 0.850651],[0.309017, 0.500000, 0.809017],[0.525731, 0.000000, 0.850651],[0.295242, 0.000000, 0.955423],[0.442863, 0.238856, 0.864188],[0.162460, 0.262866, 0.951056],[-0.681718, 0.147621, 0.716567],[-0.809017, 0.309017, 0.500000],[-0.587785, 0.425325, 0.688191],[-0.850651, 0.525731, 0.000000],[-0.864188, 0.442863, 0.238856],[-0.716567, 0.681718, 0.147621],[-0.688191, 0.587785, 0.425325],[-0.500000, 0.809017, 0.309017],[-0.238856, 0.864188, 0.442863],[-0.425325, 0.688191, 0.587785],[-0.716567, 0.681718, -0.147621],[-0.500000, 0.809017, -0.309017],[-0.525731, 0.850651, 0.000000],[0.000000, 0.850651, -0.525731],[-0.238856, 0.864188, -0.442863],[0.000000, 0.955423, -0.295242],[-0.262866, 0.951056, -0.162460],[0.000000, 1.000000, 0.000000],[0.000000, 0.955423, 0.295242],[-0.262866, 0.951056, 0.162460],[0.238856, 0.864188, 0.442863],[0.262866, 0.951056, 0.162460],[0.500000, 0.809017, 0.309017],[0.238856, 0.864188, -0.442863],[0.262866, 0.951056, -0.162460],[0.500000, 0.809017, -0.309017],[0.850651, 0.525731, 0.000000],[0.716567, 0.681718, 0.147621],[0.716567, 0.681718, -0.147621],[0.525731, 0.850651, 0.000000],[0.425325, 0.688191, 0.587785],[0.864188, 0.442863, 0.238856],[0.688191, 0.587785, 0.425325],[0.809017, 0.309017, 0.500000],[0.681718, 0.147621, 0.716567],[0.587785, 0.425325, 0.688191],[0.955423, 0.295242, 0.000000],[1.000000, 0.000000, 0.000000],[0.951056, 0.162460, 0.262866],[0.850651, -0.525731, 0.000000],[0.955423, -0.295242, 0.000000],[0.864188, -0.442863, 0.238856],[0.951056, -0.162460, 0.262866],[0.809017, -0.309017, 0.500000],[0.681718, -0.147621, 0.716567],[0.850651, 0.000000, 0.525731],[0.864188, 0.442863, -0.238856],[0.809017, 0.309017, -0.500000],[0.951056, 0.162460, -0.262866],[0.525731, 0.000000, -0.850651],[0.681718, 0.147621, -0.716567],[0.681718, -0.147621, -0.716567],[0.850651, 0.000000, -0.525731],[0.809017, -0.309017, -0.500000],[0.864188, -0.442863, -0.238856],[0.951056, -0.162460, -0.262866],[0.147621, 0.716567, -0.681718],[0.309017, 0.500000, -0.809017],[0.425325, 0.688191, -0.587785],[0.442863, 0.238856, -0.864188],[0.587785, 0.425325, -0.688191],[0.688191, 0.587785, -0.425325],[-0.147621, 0.716567, -0.681718],[-0.309017, 0.500000, -0.809017],[0.000000, 0.525731, -0.850651],[-0.525731, 0.000000, -0.850651],[-0.442863, 0.238856, -0.864188],[-0.295242, 0.000000, -0.955423],[-0.162460, 0.262866, -0.951056],[0.000000, 0.000000, -1.000000],[0.295242, 0.000000, -0.955423],[0.162460, 0.262866, -0.951056],[-0.442863, -0.238856, -0.864188],[-0.309017, -0.500000, -0.809017],[-0.162460, -0.262866, -0.951056],[0.000000, -0.850651, -0.525731],[-0.147621, -0.716567, -0.681718],[0.147621, -0.716567, -0.681718],[0.000000, -0.525731, -0.850651],[0.309017, -0.500000, -0.809017],[0.442863, -0.238856, -0.864188],[0.162460, -0.262866, -0.951056],[0.238856, -0.864188, -0.442863],[0.500000, -0.809017, -0.309017],[0.425325, -0.688191, -0.587785],[0.716567, -0.681718, -0.147621],[0.688191, -0.587785, -0.425325],[0.587785, -0.425325, -0.688191],[0.000000, -0.955423, -0.295242],[0.000000, -1.000000, 0.000000],[0.262866, -0.951056, -0.162460],[0.000000, -0.850651, 0.525731],[0.000000, -0.955423, 0.295242],[0.238856, -0.864188, 0.442863],[0.262866, -0.951056, 0.162460],[0.500000, -0.809017, 0.309017],[0.716567, -0.681718, 0.147621],[0.525731, -0.850651, 0.000000],[-0.238856, -0.864188, -0.442863],[-0.500000, -0.809017, -0.309017],[-0.262866, -0.951056, -0.162460],[-0.850651, -0.525731, 0.000000],[-0.716567, -0.681718, -0.147621],[-0.716567, -0.681718, 0.147621],[-0.525731, -0.850651, 0.000000],[-0.500000, -0.809017, 0.309017],[-0.238856, -0.864188, 0.442863],[-0.262866, -0.951056, 0.162460],[-0.864188, -0.442863, 0.238856],[-0.809017, -0.309017, 0.500000],[-0.688191, -0.587785, 0.425325],[-0.681718, -0.147621, 0.716567],[-0.442863, -0.238856, 0.864188],[-0.587785, -0.425325, 0.688191],[-0.309017, -0.500000, 0.809017],[-0.147621, -0.716567, 0.681718],[-0.425325, -0.688191, 0.587785],[-0.162460, -0.262866, 0.951056],[0.442863, -0.238856, 0.864188],[0.162460, -0.262866, 0.951056],[0.309017, -0.500000, 0.809017],[0.147621, -0.716567, 0.681718],[0.000000, -0.525731, 0.850651],[0.425325, -0.688191, 0.587785],[0.587785, -0.425325, 0.688191],[0.688191, -0.587785, 0.425325],[-0.955423, 0.295242, 0.000000],[-0.951056, 0.162460, 0.262866],[-1.000000, 0.000000, 0.000000],[-0.850651, 0.000000, 0.525731],[-0.955423, -0.295242, 0.000000],[-0.951056, -0.162460, 0.262866],[-0.864188, 0.442863, -0.238856],[-0.951056, 0.162460, -0.262866],[-0.809017, 0.309017, -0.500000],[-0.864188, -0.442863, -0.238856],[-0.951056, -0.162460, -0.262866],[-0.809017, -0.309017, -0.500000],[-0.681718, 0.147621, -0.716567],[-0.681718, -0.147621, -0.716567],[-0.850651, 0.000000, -0.525731],[-0.688191, 0.587785, -0.425325],[-0.587785, 0.425325, -0.688191],[-0.425325, 0.688191, -0.587785],[-0.425325, -0.688191, -0.587785],[-0.587785, -0.425325, -0.688191],[-0.688191, -0.587785, -0.425325])

fn addcheck cb=
(
if classof cb==string do messagebox cb title:"MD2 Export Error"
)


struct MD2_Tex
(
        s,t
)
       

struct MD2_Vertex
(
        pos, lightNormalIndex
)

struct MD2_Frame
(
        scale, translate, name,
        vList,vNorm       
)

struct MD2_Tri
(
        v1,v2,v3,                                --vertIndices
        t1,t2,t3                                --texCoordIndices
)

struct MD2_model
(
        skinlist,
        texlist,
        trilist,
        framelist
)

fn makemd2 object=
(
if md2export.useanim.state==1 then
        (
        astart=animationrange.start
        aend=animationrange.end
        )
else
        (
        astart=md2export.animstart.value
        aend=md2export.animend.value
        )
if not(md2export.oneframe.state) do
        (
        astart=1
        aend=1
        )
       
obj=(object)
md2=md2_model skinlist:#("SkinBitMap") texlist:#() trilist:#() framelist:#()

------------------------------------
-- build texture vert list
------------------------------------
for i=1 to getnumtverts obj do
        (
        s=(((getTVert obj i).x)*256) as integer
        t=((-(getTVert obj i).y+1)*256) as integer
        append md2.texlist (md2_tex s:s t:t)
        )
------------------------------------
-- build triangle list
------------------------------------
for i=1 to obj.numfaces do
        (
        v1=((getFace obj i).z)-1
        v2=((getFace obj i).y)-1
        v3=((getFace obj i).x)-1
        t1=((getTVFace obj i).z)-1
        t2=((getTVface obj i).y)-1
        t3=((getTVface obj i).x)-1
        append md2.trilist (md2_Tri v1 v2 v3 t1 t2 t3)
        )
-------------------------------------
-- build frame list
-------------------------------------
--print astart
--print aend
for f=astart to aend by md2export.stepframe.value do
        (
        local vertlist=#()
        local normlist=#()
        frame=MD2_frame scale:[1,1,1] translate:[0,0,0] name:"FRAME 000......"      
        vmin=[0,0,0]
        vmax=[0,0,0]
        for i=1 to obj.numverts do at time f
                (
                local v=in coordsys world(getvert obj i)
                --v+=object.pos
                --v*=object.scale
                --v-=object.pos
                if v.x<vmin.x do vmin.x=v.x
                if v.y<vmin.y do vmin.y=v.y
                if v.z<vmin.z do vmin.z=v.z
                if v.x>vmax.x do vmax.x=v.x
                if v.y>vmax.y do vmax.y=v.y
                if v.z>vmax.z do vmax.z=v.z       
                )
        frame.translate=vmin
        frame.scale=(vmax-vmin)/[255,255,255]
       
        for i=1 to obj.numverts do at time f
                (
                local v=in coordsys world (getvert obj i)
                --v+=object.pos
                --v*=object.scale
                --v-=object.pos
                v-=frame.translate
                v/=frame.scale
                append vertlist v
                ------------------------------------
                --do normals
                ------------------------------------
                local vn=in coordsys world (getnormal obj i)
                local maxdot=-99999.0
                local normindex=1
                if md2export.donormals.state do
                for j=1 to nlist.count do
                        (
                        local dotvalue
                        dotvalue=dot nlist[j] vn
                        if dotvalue>maxdot do
                                (
                                maxdot=dotvalue
                                normindex=j
                                )
                        )
                append normlist normindex
                )
        frame.vList=vertlist
        frame.vNorm=normlist
        append md2.framelist frame
        )       
md2
)



fn writemd2 obj md2file=
(
        if obj==undefined do return"No object"
        if (classof obj)!=editable_mesh do return "Object is not a mesh"
        model=makemd2 obj
       
        f=fopen md2file "wb"
       
        ----------------------------------------
        -- write the header
        ----------------------------------------
       
        magic=844121161
        version=8
        skinw=256
        skinh=256
        framenum=model.framelist.count
        skinnum=model.skinlist.count
        vertnum=model.framelist[1].vlist.count
        texnum=model.texlist.count
        trinum=model.trilist.count
        glnum=0
       
        texsize=4
        trisize=12
        framesize=40+(4*vertnum)
       
        headersize=68                                -- bytes in header
        offsetskins=headersize
        offsettexcoords=offsetskins+(skinnum*64)
        offsettris=offsettexcoords+(texnum*texsize)
        offsetframes=offsettris+(trinum*trisize)
        offsetgl=offsetframes+(framenum*framesize)
        offsetend=offsetgl+(glnum*4)
       
        writelong f magic
        writelong f version
        writelong f skinw                                --(blitz dont care)
        writelong f skinh                                --(blitz dont care)
        writelong f framesize
        writelong f skinnum
        writelong f vertnum
        writelong f texnum
        writelong f trinum
        writelong f glnum
        writelong f framenum
        writelong f offsetskins                --offset to skins
        writelong f offsettexcoords        --offset to texture coords
        writelong f offsettris                --offset to triangles
        writelong f offsetframes                --offset to frames
        writelong f offsetgl                        --offset to gl commands
        writelong f offsetend                        --offset to end

-----------------------------------------------------
-- end of header
-----------------------------------------------------
-- write out the skin names
-----------------------------------------------------
        for i in model.skinlist do
        (
                skinname=i
                while skinname.count<63 do skinname+=":"
                writestring f skinname
        )

-----------------------------------------------------
-- write texture coordinate list
-----------------------------------------------------
        for i in model.texlist do
        (
                writeshort f i.s #unsigned
                writeshort f i.t #unsigned
        )
       
-----------------------------------------------------
--write triangles
-----------------------------------------------------       
        for i in model.trilist do
        (
                writeshort f i.v1 #unsigned
                writeshort f i.v2 #unsigned
                writeshort f i.v3 #unsigned
                writeshort f i.t1 #unsigned
                writeshort f i.t2 #unsigned
                writeshort f i.t3 #unsigned
        )

-----------------------------------------------------
-- write frames
-----------------------------------------------------
        for i in model.framelist do
        (
                writefloat f i.scale.x
                writefloat f i.scale.y
                writefloat f i.scale.z
                writefloat f i.translate.x
                writefloat f i.translate.y
                writefloat f i.translate.z
                writestring f i.name
                k=0
                for j=1 to i.vlist.count do
                (
                        writebyte f i.vlist[j].x
                        writebyte f i.vlist[j].y
                        writebyte f i.vlist[j].z
                        writebyte f i.vNorm[j]
                )
        )
------------------------------------------------------
-- end of file writing
------------------------------------------------------
fclose f
)


utility MD2Export "MD2 Exporter"
(
        group "Export"
        (
                checkbox oneframe "Save Animation" checked:false align:#center
                spinner stepframe "Frame Step" range:[1,200,1] fieldwidth:40 type:#integer
                radiobuttons useanim labels:#("Active Time Segment","Custom Time Segment")
                spinner animstart range:[0,1000,0] type:#integer fieldwidth:40 across:2
                spinner animend "to" range:[0,1000,40] type:#integer fieldwidth:40
                checkbox donormals "Generate Normals" align:#center checked:false
                button bexport "     Export    "
        )
        group "About"
        (
                label titleLabel        "MD2 Exporter v1.01"
                HyperLink addy "by Adam Barton" align:#center address:"mailto:adam.add3d.co.uk" colorcolor 0 100 0) hoverColor:(color 0 0 100)
                HyperLink me "ADD3D" align:#center address:"www.add3d.co.uk" color:(color 0 100 0) hoverColor:(color 0 0 100)

        )
       
        on bexport pressed do
                (
                md2filename=getsavefilename caption:"Save MD2"                         filename:md2lastfile                         types:"Blitz MD2 (*.md2)|*.md2|All Files (*.*)|*.*|"
                if md2filename!=undefined do
                        (                               
                        addcheck (writemd2 $ md2filename)
                        md2lastfile=md2filename
                        )
                )
)
--print nlist.count

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发表于 2012-11-6 09:46:00 | 显示全部楼层

Re:关于MD2格式的问题。。。。能说话的都请进。。。

MAX中你又导入MD2,贴图肯定要自己调整,没有做过,估计比较费事。

PCX文件因为是索引色,可能你要在PS中修改一下颜色格式为RGB模式。

加载崩溃问题不清楚,可能导出的文件不标准,应该有很多C语言的例子加载模型直接显示,可以找找然后直接在程序中调试。


MD2作为早期Q2时的产物,动作固定,也无光照系统,一般只在画面要求不高的场景中使用。

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发表于 2012-11-17 14:47:00 | 显示全部楼层

Re:关于MD2格式的问题。。。。能说话的都请进。。。

《3D游戏编程大师技巧》中有关于md2格式的描述和读取,可以参考一下,
知道了存储格式,那想要啥数据,就简单了.

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发表于 2013-5-19 14:18:27 | 显示全部楼层
MD2制作,QQ:314509.
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