I was wondering if there is any way to export blender materials for md5 files so that ambient,diffuse, and specular colors can be applied to the loaded mesh. For object files, a .mtl file is generated and read in by ObjToJme. I looked at the md5 file format spec and it calls this a "shader" but it looks like only texture files are supported, and this is confirmed by Neakor's MD5Importer code as mesh parsing only assigns a texture file name for the shader token. The "marine.md5mesh" file in the MD5Importer project test code has the line
shader "models/characters/male_npc/marine/marine"
What is the "marine" resource, the path is not part of the project.
If materials are indeed not support and only textures, then I was thinking I could also export an object file which would produce a .mtl file with my materials and then add bogus textures like MTLTOKEN_[materialName] that are applied to the same mesh subsets as each material, so that I can then associate a material with each loaded MD5 mesh (since MD5 meshes don't have names) and then discard those textures that are invalid. If I need to apply a material and a valid texture to a mesh, then instead of using a bogus flag name like MTLTOKEN_xxx, I would give the material the same name as the texture.
Can anyone think of a better way?
Thanks!