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Battle hits (1.11.1.1)
Battle hits (1.11.1.1) Battle hits (1.11.1.1) MDL Import / Export For Blender 2.8+
Hey folks. I'm just passing by to announce that I'm (unofficially) picking up the work from QuakeForge for the MDL Import/Export add-on for Blender.
I'm currently adapting the code to work with blender 2.8 or greater (I hope) from now and also start adding some new features.

On that note, I'll need testers or people willing to use it so I can maintain it with a pretty smile. :-)
For now, the importer seems to be working OK, the exporter is next and that's when I'll need most of the test work. But feel free to start importing models into the latest version of Blender!

Changes:
+Added support for Quake Hexen II palettes and palette picker
+Added shadeless material to the render view
+Added import re-scaling option
~Fixed Import API for Blender 2.8
~Minor fixes
-Removed export support for now

To download and test, install the add-on the zip at https://github.com/victorfeitosa/quake-hexen2-mdl-export-import/archive/adapting-to-blender-2-8.zip

For now, send PMs for bug reports and whatnot. I'll soon add guidelines to contributing and bug reporting.

Happy modelling!
Battle hits (1.11.1.1)

Battle Hits (1.11.1.1) -

While the existing mod already excels at analyzing previous battles by showing received hits and shell trajectories, expanding its capabilities could turn it into a proactive training tool rather than just a post-battle review. Proposed Feature: Predictive Shell Pathing

In the context of "Battle Hits" (v1.11.1.1), an interesting feature to develop would be , which uses past trajectory data to simulate "what-if" scenarios for missed or bounced shots. Battle hits (1.11.1.1)

: Integrate a "Final Shot" style mechanic that works immediately after death , allowing you to see the exact pixel that caused your destruction while still in the match. Why This Matters While the existing mod already excels at analyzing

Instead of only showing where a shell landed, this feature would allow players to: Why This Matters Instead of only showing where

: Hover over a "bounced" shell in the hangar view and see a ghost trajectory showing where the shell would have gone if the impact angle had been just 2∘2 raised to the composed with power

: Overlay cumulative battle data to show "Effective HP" zones on an enemy tank based on your specific gun's penetration stats, rather than just static armor values from standard databases .

Currently, players use Battle Hits mainly to check how RNG affected them . Adding a predictive element shifts the focus from "unlucky bounces" to "actionable learning," helping players understand the precise adjustments needed for future engagements. com/index.php?/topic/28236-battle-hits/">game's log files ?

Battle hits (1.11.1.1)Cool, Good Job! 
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused. 
Battle hits (1.11.1.1) 
Does this generate the bunch of QC code necessary to map frames? :D 
Battle hits (1.11.1.1)Not Really 
But thats a good idea. When exporting is done I might add that in eventually. 
Battle hits (1.11.1.1)Exporter Released 
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.

List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor

This is still considered an alpha release. But it should be good enough.

For info, roadmap and download you can visit https://github.com/victorfeitosa/quake-hexen2-mdl-export-import 
Battle hits (1.11.1.1)What Is Ask Myself 
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3? 
Battle hits (1.11.1.1)#7 
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl 
Battle hits (1.11.1.1)Actually 
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl 
Battle hits (1.11.1.1)Niiiice 
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.

What else comes to mind? 
Battle hits (1.11.1.1) 
Flags, fire, chains, breaking doors, breaking walls, etc. 
Battle hits (1.11.1.1)
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