Hello,
This tutorial, once finished, will allow you to convert any MD model into an xmodel_export. Please follow the tutorial closely. The steps have been correctly written to help you with this process. If you don't understand something or feel the tutorial could be better, please send me a message on Discord in the LinkerMod server.
IMPORTANT
!!!Follow the steps correctly, if you have never used Blender, watch a few tutorials on YouTube!!!
1.Install Blender 2.79
Install the plugin in Blender Blender-CoD_Addon_v0.3.5
Once installed, go to Blender
Go to file / user preference (top left, in the menu)
Once there, click on add-ons (at the top)
Then click on "install add-on from file" (at the bottom)
Choose the installed plugin
When that is done, click on testing at the top right, in the user preference menu
Check the box, import export
to export, you just need to go to file / export
you should create a material and assign a texture to it which will have the same name as the material
___ Great, you have successfully installed the plugin ___
2.Now that you have converted your model to xmodel_export
Convert your image to TGA, dimensions 256*256, 512*512, 1024*1024 etc... important, use the same name as the material created in Blender
Put the image in the texture asset or raw/image folder, and the xmodel_export in the model_export folder
Once converted and named, open asset_manager on the map creation software LAUNCHER
Create your .gdt file (top left of the menu, select new)
Name the file, then save
Now we are going to start converting the image and xmodel_export files to black ops1 files
For the image, select material (on the left menu)
Select new entry, put the same name as the TGA image file, which has the same name as the material
Select model phong IN MATERIAL TYPE, then choose which material you put on your model IN SURFACE TYPE
Choose the path of the TGA image file, in COLOR MAP and NORMAL MAP
Press f10
___ Great, you have successfully converted your image ____,
2.1 Now we can convert the xmodel_export
in the left menu in asset_manager, choose XMODEL
select new entry, put the same name as the xmodel_export file
you will just put the path of the xmodel_export file in FILENAME
and in BULLET COLLISION LOD set HIGH
press f10
___ Great, you have succeeded ___ ,
3.Now that you have finished the conversion
go to the raw/images folder and copy the converted images.
Then go to your mods/mapname/images folder and copy the images there.
Once that's done, in your mapname folder, open the mod.csv file and add the names of the images in the corresponding column (for example: material,~-gzmb8_mur13_2 etc...
___ Great, you have succeeded ___ ,
if it doesn't work it means you haven't used the same name as your created materials
or that you have exceeded the limit which is 32000 polygons (edge + verts + tris = 32,000)
You have finished the tutorial."