For reference neither MD2 or OBJ support only Quads. Infact, MD2 only supports triangles. Triagulation in most cases wouldn’t any effect on performance since alot of cards render quads as two triangles anyway - so all trigulation would do for you would make your geometry data explcit.
However, more to the point. Triagulation in blender would have absolute no effect on the MD2 exporter - it generates a set of triangles based on the current geometry. It might help the exporter I suppose (?) but certainly wouldn’t fix the issue that the data exported from blender in the GLCommands at the end of the MD2 is plain wrong - so the loader had to be changed to use the body triangles.
As to the problem with the exception not being found. I’m not sure which version of the loader you were using originally - if you’re using the now official version the class that isn’t found isn’t used in it. I think maybe you’ve been using an old version up to this point - time to move to the next one.
Since I’m not a Xith developer I need someone to integrate the changes I made into the real code - I don’t want to be fixing this issue (if there is an issue?) against the wrong source code since that seems to have caused problems above. If there are any problems or when the integration is complete posting here would be helpful.
@arkdm - sorry not to be more help right now. Seems we’re so nearly there
Kev