The newest addon that exports correctly is io_export_md3-2.81
https://forums.duke4.net/topic/5358-blen...ntry333414
Link for older versions -
https://www.katsbits.com/tools/ .
This is a script for version 2.81 . Link to the program -
https://download.blender.org/release/
You can try this -
https://mino-git.github.io/rtcw-wet-blen...guide.html
(If the blender newer than 2.80 doesn't work on your computer then use version 2.78c or older)
I tested the md3-2.63a_export addon for version 2.63a . Found big errors, so I don't recommend this (at least for exporting weapons). There are also script problems for version 2.72 .
Older scripts written in Python may not work correctly in newer versions. Therefore, it is better to export in the version for which they are written.
MD3 EXPORT INSTRUCTIONS FOR VERSIONS 2.78c, 2.66a , 2.60a AND 2.53 beta
(for versions starting from 2.66a , triangulation works when exporting.)
After you have modeled the model, make a UV scan and put all the textures in the textures folder.
For proper export to md3 , the grid must consist of triangles. Convert faces to triangles.
On the "Object" tab of the Properties window panel, find "Custom Properties". Click "Add", Then click edit.
In the "Property Name" write - md3shader
In "Property Value", write the name of the texture to load (For example fireball , for textures fireball.tga, fireball_norm.tga .....)
When exporting, specify the extension to md3 and place it in the weapons folder.
For the export of arms I created the file v_*. md3 (to see first-and third-person views). You may need to run the game several times and adjust the size and position of the model in blender. Perform the operation until everything works correctly. Then you can proceed to further actions.
If you don't understand something, download the v_shotgun file.blend
https://gitlab.com/xonotic/mediasource/t.../v_weapons
And see how everything is set up there.
(To use the md3 model in netradiant , in blender, write the full text in "Property Value" (For example: models/containers/barrel01 , for the texture barrel01.tga ). Accordingly, the texture should be where you put it, for example, next to the model.
You may also need to name the material by the same name as the texture.)
That's all I know. If someone knows another, faster, better and more convenient way, please let us know.
The program is constantly updated and Addons are created along with it , including by Amateurs on various forums. If you find a newer one that works, at least give us a link.
For more links, see:
addon version 2.78c -
https://forums.duke4.net/topic/5358-blen...rt-script/
addon version 2.66a -
https://forum.zdoom.org/viewtopic.php?f=...0&start=45 (
https://www.ciinet.org/kevin/myimages2/d...export.zip)
Other useful links see below from _para