Call.of.duty.wwii.mp-zm.files.only.part4.rar
Large games today can easily exceed 100GB, leading many archival sites and community repositories to split downloads into manageable chunks. If you're staring at "part4" and wondering what to do next, here’s a quick guide to getting your game combat-ready. What Is This File?
: Before you try to open part 4, ensure you have parts 1, 2, 3, and any subsequent parts downloaded into the same folder . If one is missing, the extraction will fail. Call.of.Duty.WWII.MP-ZM.Files.Only.part4.rar
The "MP-ZM Files Only" designation suggests this is a "rip" or a specific selection of files designed to give you the and Zombies components without the heavy storage footprint of the single-player Campaign. Large games today can easily exceed 100GB, leading
: Since this is a "Files Only" pack, ensure you are moving these extracted folders into your main Call of Duty: WWII directory as intended by the uploader. A Note on Safety : Before you try to open part 4,
: This often happens if the download was interrupted. Check your file size against the source to make sure it's complete.

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.