Hey, just a quick tut here as it's been asked how to do this. This will teach you how to set up Blender so that when you export your MD3, you have the least amount of arsing around to do in NPherno's MD3 Compiler.
It is assumed that you have your model in several 'parts' - each with it's own UV map and skin.
Get the Exporter for Blender from here. I know it works under 2.68 and probably most later builds.
Before we export, we are going to make a few changes here and there that are going to make life much easier going forward.

1. First, make sure that your individual parts of your model are named something sensible. The exporter will take the name of the exported MD3 objects from the name of the object in Blender, so make sure it's something that you will recognise.
2. Make the material name of each part the name of that part's main diffuse skin. So the Ogre's Blender material would be called 'Ogreskin.tga' and the Chainsaw's material would be called 'Chainsawskin.tga' etc. The exporter will use the material name in Blender for the name of the graphic file, so make sure that the name of the material is the same as that of the actuall skin file. This includes the ".tga" file extension. Don't confuse this with the name of the map file that you have imported into Blender. We are talking about the actual material that the maps are a part of.
PROTIP: The exporter will automagically fill in the name of your blender file, including the .blend extension, as your MD3 file name. Make sure you change '.blend' to '.md3'!!!

Now, when you try to bring the MD3 over into NPherno's MD3 Compiler, the name of the objects should be readily apparent, and something that people can make sense of.

When you bring the objects in, they now have the correct file name for the texture, which saves you arsing around in your file manager copying and pasting file names
It is assumed that you have your model in several 'parts' - each with it's own UV map and skin.
Get the Exporter for Blender from here. I know it works under 2.68 and probably most later builds.
Before we export, we are going to make a few changes here and there that are going to make life much easier going forward.

1. First, make sure that your individual parts of your model are named something sensible. The exporter will take the name of the exported MD3 objects from the name of the object in Blender, so make sure it's something that you will recognise.
2. Make the material name of each part the name of that part's main diffuse skin. So the Ogre's Blender material would be called 'Ogreskin.tga' and the Chainsaw's material would be called 'Chainsawskin.tga' etc. The exporter will use the material name in Blender for the name of the graphic file, so make sure that the name of the material is the same as that of the actuall skin file. This includes the ".tga" file extension. Don't confuse this with the name of the map file that you have imported into Blender. We are talking about the actual material that the maps are a part of.
PROTIP: The exporter will automagically fill in the name of your blender file, including the .blend extension, as your MD3 file name. Make sure you change '.blend' to '.md3'!!!

Now, when you try to bring the MD3 over into NPherno's MD3 Compiler, the name of the objects should be readily apparent, and something that people can make sense of.

When you bring the objects in, they now have the correct file name for the texture, which saves you arsing around in your file manager copying and pasting file names

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