3DSMAX导入md2模型

MD2 ,可以使用3DSMAX导入.把以下代码保存为.ms脚本文件,在3DSMAX里运行就可以了.

--------------------------------------------------------------------
-- Quake II MD2 Importer
-- v1.1
--
-- Copyright (c) Chris Cookson, 2002
-- (cjcookson@hotmail.com)
--
-- gmax Scripts, News, Articles and More:
--
-- http://gmax.digitalarenas.com
--
-- Thanks to TiCaL
--
-- Version history:
--  1.1 Fixed anim problems and out of memory errors
-- 1.0 First Release
--------------------------------------------------------------------

 

utility MD2Import "Quake2 MD2 Importer" silentErrors:false
(
--------------------
-- User Interface --
--------------------

group "about:"
(
label titleLabel "Quake2 MD2 Importer v1.0"
HyperLink addy "by Chris Cookson" align:#center address:"mailto:cjcookson@hotmail.com" color:(color 0 0 170) hoverColor:(color 170 0 0)
)

group "Import:"
(
checkbox animCheck "Load all frames" checked:false align:#center
button importButton "Import MD2..."
)

local appName = "MD2 Importer"

-- Utilities

-- Error handling
fn ShowError msg=
(
format "*** Error: %\n" msg
messageBox msg title:appName;
ok
)

fn FatalError msg=
(
ShowError msg;
throw (appName + ":" + msg)
)

fn Check condition msg =
(
if not condition do
(
if msg == unsupplied do msg = "Check failed"
format "*** Check failed: %\n" msg
FatalError msg
)
)

-- Binstream tools

fn SkipBytes bstream count=
(
local unknown
case count of
(
2: unknown = ReadShort bstream #unsigned
4: unknown = ReadLong bstream #unsigned
default:
(
for i = 1 to count do
(
unknown = ReadByte bstream #unsigned
)
)
)
)

fn ReadFixedString bstream fixedLen=
(
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)

-- String utils

fn LongToString num=
(
local str = ""
for i = 1 to 4 do
(
str += bit.intAsChar (bit.and num 0xff)
-- num = bit.shift num -8
num /= 256
)
str
)

fn ToWindowsPath pakPath=
(
local winPath = "\\"
for i = 1 to pakPath.count do
(
if pakPath[i] == "/" then
(
winPath += "\\"
) else
(
winPath += pakPath[i]
)
)
winPath
)

--------------------------------------------------------------------
-- MD2 Importer
--------------------------------------------------------------------

struct MD2_Vertex
(
pos, lightNormalIndex
)

struct MD2_Frame
(
scale, translate, name,
vertListOffset
)

struct MD2_Tri
(
vertIndices,
texCoordIndices
)

struct MD2Reader
(
modelFilename, modelName, modelPath,
bstream,
skinList,
triList,
frameList,
texCoordList,
glCmdList,
numVerts,

fn Open filename=
(
modelFilename = filename
modelName = getFilenameFile filename
modelPath = getFileNamePath filename
bstream = fopen filename "rb"
ok
),

fn Close=
(
fclose bstream
ok
),

fn ReadSkins offset numSkins=
(
fseek bstream offset #seek_set

skinList = #()

format "Reading % skins..." numSkins
for i = 1 to numSkins do
(
append skinList (ReadFixedString bstream 64)
format "Skin %: %\n" i skinList[i]
)
format "OK\n"
),

fn ReadTris offset numTris=
(
fseek bstream offset #seek_set

triList = #()

format "Reading % tris..." numTris

for i = 1 to numTris do
(
local v1 = ReadShort bstream #unsigned
local v2 = ReadShort bstream #unsigned
local v3 = ReadShort bstream #unsigned

local uv1 = ReadShort bstream #unsigned
local uv2 = ReadShort bstream #unsigned
local uv3 = ReadShort bstream #unsigned

append triList (MD2_Tri vertIndices:[v1, v2, v3] texCoordIndices:[uv1,uv2,uv3])
)

format "OK\n"
),

fn ReadFrames offset numFrames=
(
fseek bstream offset #seek_set
frameList = #()
format "Reading % frames..." numFrames
for i = 1 to numFrames do
(
local sx = ReadFloat bstream
local sy = ReadFloat bstream
local sz = ReadFloat bstream

local tx = ReadFloat bstream
local ty = ReadFloat bstream
local tz = ReadFloat bstream

local name = ReadFixedString bstream 16

local newFrame = MD2_Frame scale:[sx, sy, sz] translate:[tx,ty, tz] name:name

-- Just remember where the verts are
newFrame.vertListOffset = ftell bstream

-- Skip all verts 'cos we'll read 'em later
SkipBytes bstream (numVerts * 4)

append frameList newFrame
)
format "OK\n"
),

fn ReadTexCoords offset numTexCoords skinWidth skinHeight=
(
fseek bstream offset #seek_set
texCoordList = #()
format "Reading % texcoords..." numTexCoords
for i = 1 to numTexCoords do
(
local s = (ReadShort bstream #unsigned) as float
local t = (ReadShort bstream #unsigned) as float
append texCoordList [s / skinWidth, -t / skinHeight, 0]
)
format "OK\n"
),

fn LoadModel=
(
fseek bstream 0 #seek_set

local magic = ReadLong bstream #unsigned

if magic != 0x32504449 then
(
FatalError "File does not appear to be an MD2 model!"
)

local version = ReadLong bstream #unsigned

if version != 0x8 then
(
FatalError "Unsupported version!"
)

local skinWidth = ReadLong bstream #unsigned
local skinHeight = ReadLong bstream #unsigned
local frameSize = ReadLong bstream #unsigned
local numSkins = ReadLong bstream #unsigned
numVerts = ReadLong bstream #unsigned
local numTexCoords = ReadLong bstream #unsigned
local numTris = ReadLong bstream #unsigned
local numGLCmds = ReadLong bstream #unsigned
local numFrames = ReadLong bstream #unsigned
local offsetSkins = ReadLong bstream #unsigned
local offsetTexCoords = ReadLong bstream #unsigned
local offsetTris = ReadLong bstream #unsigned
local offsetFrames = ReadLong bstream #unsigned
local offsetGLCmds = ReadLong bstream #unsigned
local offsetEnd = ReadLong bstream #unsigned

format "Skin size (%, %)\n" skinWidth skinHeight
format "Frame size % bytes\n" frameSize
format "% skins, % verts, % texcoords, % tris, % glCmds, % frames\n" numSkins numVerts numTexCoords numTris numGLCmds numFrames

if not animCheck.checked then
(
numFrames = 1
)

ReadSkins offsetSkins numSkins
ReadTexCoords offsetTexCoords numTexCoords skinWidth skinHeight
ReadTris offsetTris numTris
ReadFrames offsetFrames numFrames

),

fn GetVertsForFrame frameNum=
(
local verts = #()
for i = 1 to ((frameList[frameNum]).vertList).count do
(
local theVert = (frameList[frameNum].vertList[i]).pos

theVert *= frameList[frameNum].scale
theVert += frameList[frameNum].translate

append verts theVert
)
verts
),

fn CreateMAXModel=
(
-- Firstly, create our material
local skinMaterial = standardMaterial name:(modelName + ".skin")

-- Sadly, we can't load PCX files in gmax - so no skins! :(
local verts = #()
fseek bstream (frameList[1].vertListOffset) #seek_set

for i = 1 to numVerts do
(
local x = ReadByte bstream #unsigned
local y = ReadByte bstream #unsigned
local z = ReadByte bstream #unsigned
local normIndex = ReadByte bstream #unsigned

local theVert = ([x, y, z] * (frameList[1].scale)) + (frameList[1].translate)

append verts theVert
)

local tris = #()
for i = 1 to triList.count do
(
local v = triList[i].vertIndices + [1,1,1]
append tris [v.z, v.y, v.x]

)

local theMesh = mesh name:(modelName + ".md2") vertices:verts faces:tris material:skinMaterial tverts:texCoordList

-- Set texcoord faces (so user just needs to load a converted skin PCX file)
buildTVFaces theMesh false
for i = 1 to triList.count do
(
local tcVert = triList[i].texCoordIndices + [1,1,1]
setTVFace theMesh i [tcVert.z, tcVert.y, tcVert.x]
)

-- Set vertices up for animation
animateVertex theMesh #all
local animVerts = theMesh[4][1]

-- Set animation frames
progressStart "Loading frames"
animate on
(
-- Now create animation frames
for i = 1 to frameList.count do
(
local frameScale = frameList[i].scale
local frameTranslate = frameList[i].translate

fseek bstream (frameList[i].vertListOffset) #seek_set

at time i
(
for j = 1 to numVerts do
(
local x = ReadByte bstream #unsigned
local y = ReadByte bstream #unsigned
local z = ReadByte bstream #unsigned
local normIndex = ReadByte bstream #unsigned

animVerts[j].value = ([x, y, z] * frameScale) + frameTranslate
)
)
if (mod i 5) == 0 then
(
progressUpdate ((100 * i) / frameList.count)
)
)
)
progressEnd()

update theMesh

-- Set animation slider range and FPS
if frameList.count > 1 then
(
animationRange = interval 1 frameList.count
)
frameRate = 10.0

gc()
)
)

on importButton pressed do
(
local modelFilename = getOpenFileName caption:"Import MD2 Model" types:"Quake2 MD2 (*.md2)|*.md2|All Files (*.*)|*.*|"

if modelFilename != undefined then
(
if DoesFileExist modelFilename then
(
--try
(
local reader = MD2Reader()
local fileType = getFileNameType modelFileName

reader.Open modelFilename
reader.LoadModel()
reader.CreateMAXModel()
reader.Close()
)
--catch
(
--throw
--FatalError "Could
)

max views redraw
)
)
)
)

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