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# ##### BEGIN GPL LICENSE BLOCK #####
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
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'name': 'Quake Model 3 (.md3)',
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'location': 'File > Export',
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'description': 'Save a Quake Model 3 File)',
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'warning': '', # used for warning icon and text in addons panel
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'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/'\
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'tracker_url': 'http://projects.blender.org/tracker/index.php?'\
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'func=detail&aid=23160',
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'category': 'Import-Export'}
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import bpy,struct,math,os
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MD3_MAX_VERTICES = 4096
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MD3_MAX_TRIANGLES = 8192
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self.xyz = [0.0, 0.0, 0.0]
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return struct.calcsize(self.binaryFormat)
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# copied from PhaethonH <phaethon@linux.ucla.edu> md3.py
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def Decode(self, latlng):
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lat = (latlng >> 8) & 0xFF;
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lng = (latlng) & 0xFF;
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x = math.cos(lat) * math.sin(lng)
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y = math.sin(lat) * math.sin(lng)
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# copied from PhaethonH <phaethon@linux.ucla.edu> md3.py
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def Encode(self, normal):
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l = math.sqrt((x*x) + (y*y) + (z*z))
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if (x == 0.0) & (y == 0.0) :
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lng = math.acos(z) * 255 / (2 * math.pi)
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lat = math.atan2(y, x) * 255 / (2 * math.pi)
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retval = ((int(lat) & 0xFF) << 8) | (int(lng) & 0xFF)
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tmpData[0] = int(self.xyz[0] * MD3_XYZ_SCALE)
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tmpData[1] = int(self.xyz[1] * MD3_XYZ_SCALE)
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tmpData[2] = int(self.xyz[2] * MD3_XYZ_SCALE)
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tmpData[3] = self.normal
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data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1], tmpData[2], tmpData[3])
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return struct.calcsize(self.binaryFormat)
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def Save(self, file):
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tmpData[1] = 1.0 - self.v
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data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1])
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self.indexes = [ 0, 0, 0 ]
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return struct.calcsize(self.binaryFormat)
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def Save(self, file):
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tmpData[0] = self.indexes[0]
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tmpData[1] = self.indexes[2] # reverse
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tmpData[2] = self.indexes[1] # reverse
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data = struct.pack(self.binaryFormat,tmpData[0], tmpData[1], tmpData[2])
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binaryFormat = "<%dsi" % MAX_QPATH
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return struct.calcsize(self.binaryFormat)
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def Save(self, file):
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tmpData[0] = self.name
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tmpData[1] = self.index
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data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1])
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binaryFormat = "<4s%ds10i" % MAX_QPATH # 1 int, name, then 10 ints
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self.numTriangles = 0
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self.ofsTriangles = 0
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sz = struct.calcsize(self.binaryFormat)
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self.ofsTriangles = sz
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for t in self.triangles:
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for s in self.shaders:
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def Save(self, file):
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tmpData[0] = self.ident
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tmpData[1] = self.name
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tmpData[2] = self.flags
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tmpData[3] = self.numFrames
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tmpData[4] = self.numShaders
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tmpData[5] = self.numVerts
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tmpData[6] = self.numTriangles
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tmpData[7] = self.ofsTriangles
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tmpData[8] = self.ofsShaders
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tmpData[9] = self.ofsUV
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tmpData[10] = self.ofsVerts
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tmpData[11] = self.ofsEnd
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data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7],tmpData[8],tmpData[9],tmpData[10],tmpData[11])
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for t in self.triangles:
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# save the shader coordinates
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for s in self.shaders:
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binaryFormat="<%ds3f9f" % MAX_QPATH
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self.origin = [0, 0, 0]
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self.axis = [0, 0, 0, 0, 0, 0, 0, 0, 0]
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return struct.calcsize(self.binaryFormat)
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def Save(self, file):
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tmpData[0] = self.name
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tmpData[1] = float(self.origin[0])
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tmpData[2] = float(self.origin[1])
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tmpData[3] = float(self.origin[2])
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tmpData[4] = float(self.axis[0])
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tmpData[5] = float(self.axis[1])
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tmpData[6] = float(self.axis[2])
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tmpData[7] = float(self.axis[3])
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tmpData[8] = float(self.axis[4])
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tmpData[9] = float(self.axis[5])
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tmpData[10] = float(self.axis[6])
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tmpData[11] = float(self.axis[7])
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tmpData[12] = float(self.axis[8])
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data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6], tmpData[7], tmpData[8], tmpData[9], tmpData[10], tmpData[11], tmpData[12])
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binaryFormat="<3f3f3ff16s"
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self.mins = [0, 0, 0]
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self.maxs = [0, 0, 0]
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self.localOrigin = [0, 0, 0]
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return struct.calcsize(self.binaryFormat)
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def Save(self, file):
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tmpData[0] = self.mins[0]
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tmpData[1] = self.mins[1]
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tmpData[2] = self.mins[2]
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tmpData[3] = self.maxs[0]
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tmpData[4] = self.maxs[1]
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tmpData[5] = self.maxs[2]
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tmpData[6] = self.localOrigin[0]
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tmpData[7] = self.localOrigin[1]
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tmpData[8] = self.localOrigin[2]
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tmpData[9] = self.radius
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tmpData[10] = self.name
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data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7], tmpData[8], tmpData[9], tmpData[10])
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ident = "" # this is used to identify the file (must be IDP3)
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version = 0 # the version number of the file (Must be 15)
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binaryFormat="<4si%ds9i" % MAX_QPATH # little-endian (<), 17 integers (17i)
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self.ofsFrames = struct.calcsize(self.binaryFormat)
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self.ofsTags = self.ofsFrames
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for f in self.frames:
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self.ofsTags += f.GetSize()
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self.ofsSurfaces += self.ofsTags
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self.ofsSurfaces += t.GetSize()
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self.ofsEnd = self.ofsSurfaces
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for s in self.surfaces:
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self.ofsEnd += s.GetSize()
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def Save(self, file):
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tmpData[0] = self.ident
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tmpData[1] = self.version
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tmpData[2] = self.name
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tmpData[3] = self.flags
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tmpData[4] = self.numFrames
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tmpData[5] = self.numTags
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tmpData[6] = self.numSurfaces
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tmpData[7] = self.numSkins
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tmpData[8] = self.ofsFrames
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tmpData[9] = self.ofsTags
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tmpData[10] = self.ofsSurfaces
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tmpData[11] = self.ofsEnd
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data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7], tmpData[8], tmpData[9], tmpData[10], tmpData[11])
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for f in self.frames:
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for s in self.surfaces:
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def message(log,msg):
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log.write(msg + "\n")
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self.savepath = savepath
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self.logpath = logpath
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self.overwrite = overwrite
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self.dumpall = dumpall
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self.ignoreuvs = ignoreuvs
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self.offsetx = offsetx
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self.offsety = offsety
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self.offsetz = offsetz
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def print_md3(log,md3,dumpall):
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message(log,"Header Information")
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message(log,"Ident: " + str(md3.ident))
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message(log,"Version: " + str(md3.version))
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message(log,"Name: " + md3.name)
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message(log,"Flags: " + str(md3.flags))
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message(log,"Number of Frames: " + str(md3.numFrames))
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message(log,"Number of Tags: " + str(md3.numTags))
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message(log,"Number of Surfaces: " + str(md3.numSurfaces))
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message(log,"Number of Skins: " + str(md3.numSkins))
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message(log,"Offset Frames: " + str(md3.ofsFrames))
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message(log,"Offset Tags: " + str(md3.ofsTags))
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message(log,"Offset Surfaces: " + str(md3.ofsSurfaces))
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message(log,"Offset end: " + str(md3.ofsEnd))
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message(log,"Frames:")
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message(log," Mins: " + str(f.mins[0]) + " " + str(f.mins[1]) + " " + str(f.mins[2]))
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message(log," Maxs: " + str(f.maxs[0]) + " " + str(f.maxs[1]) + " " + str(f.maxs[2]))
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message(log," Origin(local): " + str(f.localOrigin[0]) + " " + str(f.localOrigin[1]) + " " + str(f.localOrigin[2]))
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message(log," Radius: " + str(f.radius))
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message(log," Name: " + f.name)
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message(log," Name: " + t.name)
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message(log," Origin: " + str(t.origin[0]) + " " + str(t.origin[1]) + " " + str(t.origin[2]))
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message(log," Axis[0]: " + str(t.axis[0]) + " " + str(t.axis[1]) + " " + str(t.axis[2]))
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message(log," Axis[1]: " + str(t.axis[3]) + " " + str(t.axis[4]) + " " + str(t.axis[5]))
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message(log," Axis[2]: " + str(t.axis[6]) + " " + str(t.axis[7]) + " " + str(t.axis[8]))
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message(log,"Surfaces:")
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for s in md3.surfaces:
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message(log," Ident: " + s.ident)
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message(log," Name: " + s.name)
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message(log," Flags: " + str(s.flags))
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message(log," # of Frames: " + str(s.numFrames))
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message(log," # of Shaders: " + str(s.numShaders))
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message(log," # of Verts: " + str(s.numVerts))
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message(log," # of Triangles: " + str(s.numTriangles))
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message(log," Offset Triangles: " + str(s.ofsTriangles))
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message(log," Offset UVs: " + str(s.ofsUV))
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message(log," Offset Verts: " + str(s.ofsVerts))
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message(log," Offset End: " + str(s.ofsEnd))
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message(log," Shaders:")
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for shader in s.shaders:
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message(log," Name: " + shader.name)
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message(log," Index: " + str(shader.index))
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message(log," Triangles:")
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for tri in s.triangles:
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message(log," Indexes: " + str(tri.indexes[0]) + " " + str(tri.indexes[1]) + " " + str(tri.indexes[2]))
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message(log," U: " + str(uv.u))
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message(log," V: " + str(uv.v))
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message(log," Verts:")
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message(log," XYZ: " + str(vert.xyz[0]) + " " + str(vert.xyz[1]) + " " + str(vert.xyz[2]))
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message(log," Normal: " + str(vert.normal))
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for surface in md3.surfaces:
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shader_count += surface.numShaders
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tri_count += surface.numTriangles
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vert_count += surface.numVerts
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if md3.numTags >= MD3_MAX_TAGS:
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message(log,"!Warning: Tag limit reached! " + str(md3.numTags))
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if md3.numSurfaces >= MD3_MAX_SURFACES:
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message(log,"!Warning: Surface limit reached! " + str(md3.numSurfaces))
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if md3.numFrames >= MD3_MAX_FRAMES:
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message(log,"!Warning: Frame limit reached! " + str(md3.numFrames))
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if shader_count >= MD3_MAX_SHADERS:
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message(log,"!Warning: Shader limit reached! " + str(shader_count))
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if vert_count >= MD3_MAX_VERTICES:
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message(log,"!Warning: Vertex limit reached! " + str(vert_count))
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if tri_count >= MD3_MAX_TRIANGLES:
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message(log,"!Warning: Triangle limit reached! " + str(tri_count))
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def save_md3(settings):
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if settings.overwrite:
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log = open(settings.logpath,"w")
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log = open(settings.logpath,"a")
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message(log,"##########Exporting MD3##########")
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bpy.ops.object.mode_set(mode='OBJECT')
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md3.ident = MD3_IDENT
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md3.version = MD3_VERSION
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md3.name = settings.name
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md3.numFrames = (bpy.context.scene.frame_end + 1) - bpy.context.scene.frame_start
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for obj in bpy.context.selected_objects:
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if obj.type == 'MESH':
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nsurface = md3Surface()
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nsurface.name = obj.name
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nsurface.ident = MD3_IDENT
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for f,face in enumerate(obj.data.faces):
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if len(face.verts) != 3:
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message(log,"Found a nontriangle face in object " + obj.name)
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for v,vert_index in enumerate(face.verts):
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uv_u = round(obj.data.active_uv_texture.data[f].uv[v][0],5)
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uv_v = round(obj.data.active_uv_texture.data[f].uv[v][1],5)
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for i,vi in enumerate(vertlist):
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if settings.ignoreuvs:
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match = 1#there is a uv match for all
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if nsurface.uv[i].u == uv_u and nsurface.uv[i].v == uv_v:
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vertlist.append(vert_index)
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ntri.indexes[v] = nsurface.numVerts
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nsurface.uv.append(ntex)
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nsurface.numVerts += 1
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ntri.indexes[v] = match_index
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nsurface.triangles.append(ntri)
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nsurface.numTriangles += 1
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if obj.data.active_uv_texture:
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nshader = md3Shader()
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nshader.name = obj.data.active_uv_texture.name
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nshader.index = nsurface.numShaders
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nsurface.shaders.append(nshader)
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nsurface.numShaders += 1
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if nsurface.numShaders < 1: #we should add a blank as a placeholder
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nshader = md3Shader()
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nshader.name = "NULL"
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nsurface.shaders.append(nshader)
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nsurface.numShaders += 1
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for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end + 1):
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bpy.context.scene.set_frame(frame)
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fobj = obj.create_mesh(bpy.context.scene,True,'PREVIEW')
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nframe.name = str(frame)
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vert = fobj.verts[vi]
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nvert.xyz = vert.co * obj.matrix_world
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nvert.xyz[0] = (round(nvert.xyz[0] + obj.matrix_world[3][0],5) * settings.scale) + settings.offsetx
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nvert.xyz[1] = (round(nvert.xyz[1] + obj.matrix_world[3][1],5) * settings.scale) + settings.offsety
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nvert.xyz[2] = (round(nvert.xyz[2] + obj.matrix_world[3][2],5) * settings.scale) + settings.offsetz
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nvert.normal = nvert.Encode(vert.normal)
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nframe.mins[i] = min(nframe.mins[i],nvert.xyz[i])
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nframe.maxs[i] = max(nframe.maxs[i],nvert.xyz[i])
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minlength = math.sqrt(math.pow(nframe.mins[0],2) + math.pow(nframe.mins[1],2) + math.pow(nframe.mins[2],2))
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maxlength = math.sqrt(math.pow(nframe.maxs[0],2) + math.pow(nframe.maxs[1],2) + math.pow(nframe.maxs[2],2))
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nframe.radius = round(max(minlength,maxlength),5)
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nsurface.verts.append(nvert)
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md3.frames.append(nframe)
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nsurface.numFrames += 1
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bpy.data.meshes.remove(fobj)
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md3.surfaces.append(nsurface)
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elif obj.type == 'EMPTY':
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for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end + 1):
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bpy.context.scene.set_frame(frame)
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ntag.origin[0] = (round(obj.matrix_world[3][0] * settings.scale,5)) + settings.offsetx
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ntag.origin[1] = (round(obj.matrix_world[3][1] * settings.scale,5)) + settings.offsety
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ntag.origin[2] = (round(obj.matrix_world[3][2] * settings.scale,5)) + settings.offsetz
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ntag.axis[0] = obj.matrix_world[0][0]
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ntag.axis[1] = obj.matrix_world[0][1]
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ntag.axis[2] = obj.matrix_world[0][2]
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ntag.axis[3] = obj.matrix_world[1][0]
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ntag.axis[4] = obj.matrix_world[1][1]
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ntag.axis[5] = obj.matrix_world[1][2]
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ntag.axis[6] = obj.matrix_world[2][0]
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ntag.axis[7] = obj.matrix_world[2][1]
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ntag.axis[8] = obj.matrix_world[2][2]
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md3.tags.append(ntag)
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if md3.numSurfaces < 1:
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message(log,"Select a mesh to export!")
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file = open(settings.savepath, "wb")
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print_md3(log,md3,settings.dumpall)
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message(log,"MD3: " + settings.name + " saved to " + settings.savepath)
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print("Logged to",settings.logpath)
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from bpy.props import *
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class ExportMD3(bpy.types.Operator):
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'''Export to Quake Model 3 (.md3)'''
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bl_idname = "export.md3"
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bl_label = 'Export MD3'
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filepath = StringProperty(subtype = 'FILE_PATH',name="File Path", description="Filepath for exporting", maxlen= 1024, default= "")
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md3name = StringProperty(name="MD3 Name", description="MD3 header name / skin path (64 bytes)",maxlen=64,default="")
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md3log = StringProperty(name="MD3 Log", description="MD3 log file path",maxlen=1024,default="export_md3.log")
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md3overwritelog = BoolProperty(name="Overwrite log", description="Overwrite log (off == append)", default=True)
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md3dumpall = BoolProperty(name="Dump all", description="Dump all data for md3 to log",default=False)
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md3ignoreuvs = BoolProperty(name="Ignore UVs", description="Ignores uv influence on mesh generation. Use if uv map not made.",default=False)
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md3scale = FloatProperty(name="Scale", description="Scale all objects from world origin (0,0,0)",default=1.0,precision=5)
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md3offsetx = FloatProperty(name="Offset X", description="Transition scene along x axis",default=0.0,precision=5)
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md3offsety = FloatProperty(name="Offset Y", description="Transition scene along y axis",default=0.0,precision=5)
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md3offsetz = FloatProperty(name="Offset Z", description="Transition scene along z axis",default=0.0,precision=5)
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def execute(self, context):
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settings = md3Settings(savepath = self.properties.filepath,
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name = self.properties.md3name,
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logpath = self.properties.md3log,
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overwrite = self.properties.md3overwritelog,
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dumpall = self.properties.md3dumpall,
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ignoreuvs = self.properties.md3ignoreuvs,
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scale = self.properties.md3scale,
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offsetx = self.properties.md3offsetx,
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offsety = self.properties.md3offsety,
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offsetz = self.properties.md3offsetz)
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def invoke(self, context, event):
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wm = context.window_manager
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wm.fileselect_add(self)
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return {'RUNNING_MODAL'}
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def poll(cls, context):
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return context.active_object is not None
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def menu_func(self, context):
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newpath = os.path.splitext(bpy.context.blend_data.filepath)[0] + ".md3"
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self.layout.operator(ExportMD3.bl_idname, text="Quake Model 3 (.md3)").filepath = newpath
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bpy.types.INFO_MT_file_export.append(menu_func)
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bpy.types.INFO_MT_file_export.remove(menu_func)
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if __name__ == "__main__":