Ok, so I believe I'm almost done. There's some issues left that I cannot do by myself. Taking a look at the screenshots will help you see this.
1. Currently, the portals are red and blue, even if a texture is applied to them. This is probably somewhere in the code which needs to be changed.
2. There's only one portal model (i.e. portal.md3). So this means both the 'out' and 'in' portals will get the same texture, so the code need to change it to something like 'portal_blue' and 'portal_red' alternatively 'portal_out' and 'portal_in'. It doesn't really matter.
Or if there was something in the code saying that one instance of the model will be using 'this' texture while another instance will be using 'that' texture. However I think that's just over-complicating things. Easier to just duplicate the model and let them use separate textures (like the flags do).
I found a .md3 export script for Blender, however it apparently didn't work to export with the textures. At least I read this script was made for Sauerbraten and you had to create a .cfg. I tried that just in case but didn't work. I even tried creating my own .qc file and replicating the ways of Milkshape but that didn't work either. Finally when I opened it with Milkshape and exported it that way the textures showed up.
So this Blender script is half-working. Would be cool if someone could take a look at it whenever they felt like it.
Script is here for anyone who wants it:
http://ai.planetnexuiz.de/Scripts/Blend ... pdated.zip
So, if anyone could change the code and tell me to what he changed it to it would be cool


PS. As you can see I made it so you can look through the backside of the portals if someone shoots them close to an edge. This is a normal issue and cannot be rid without adding more polygons as a plane behind it.
I also heard there can be another method to hide it but I don't know how. But this isn't such a major problem , or what do you guys think?
PPS. No animated shaders yet. First I'm concentrating on getting the model to look right ingame. Then I can think about trying with animated shaders and stuff
