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IQM Support

Zack Middleton edited this page Nov 22, 2013 · 10 revisions

IQM support is somewhat under tested, so if your IQM renderers incorrectly it may be a bug in ioq3/Spearmint. Though people have successfully gotten animated and unanimated IQMs in-game using Blend and Noesis.

Blender

Blender IQM export notes I have from exidl say

  1. Select armature and object/mesh in outliner. (ZTM: I think iqm exporter was updated to auto find armature.)
  2. Then export it under the IQM format, don't forget to check "Meshes" "Skeleton" and "Bounding boxes".
  3. Add animations to textbox in export window in the order you want them: "IdleBase,IdleTop,RunBase,RunTop" (these are just whatever names you used in Blender, nothing special.)

If you want an unanimated model, leave animations box blank I guess? Skeleton is optional for unanimated models, though if you want to get joints (aka tags) like "tag_head", "tag_weapon", "tag_torso", etc you need to export a skeleton.

Noesis

It's been reported that Noesis exported IQMs work too. I think the main page for Noesis is [url]http://oasis.xentax.com/index.php?content=downloads[/url].

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