Model trouble

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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BlazingPhoenix
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Model trouble

Post by BlazingPhoenix »

I'm having a bit of trouble with a simple model, I'm trying to get Doomsday's health potion model into GZDoom.
here's the two codes:

modeldef:

Code: Select all

Model Bottle
{ 
   Path "Items" 
   Model 0 "Botl.md2" 
   Skin 0 "Botl.pcx" 
   Scale 1.5 1.5 1.5

   Frameindex Botl A 0 -1
}
and the decorate code:

Code: Select all

actor Bottle : Health 2014
{
        SpawnID 152
        Radius 20
        Height 16
        Inventory.PickupMessage "Picked up a Health Bottle"
        Inventory.Amount 1
        Inventory.MaxAmount 200
        +COUNTITEM
        +INVENTORY.ALWAYSPICKUP
	+SOLID
	states
	{
	spawn:
	        Botl a -1
		stop
	}
}
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Nash
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Post by Nash »

Post the wad and the model.

Your post also wasn't specific enough. What exactly is the problem? Model not appearing? GZDoom bombs out with an error? Please be more specific.
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BlazingPhoenix
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Post by BlazingPhoenix »

The model dosen't appear, it always says 'model Bottle has no frames".
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Graf Zahl
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Post by Graf Zahl »

You have to put a sprite into the WAD because otherwise the engine filters out your object way before the renderer has any chance to draw it.
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BlazingPhoenix
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Post by BlazingPhoenix »

So I just put any image for the sprite in there and it'll render the model then?
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Graf Zahl
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Post by Graf Zahl »

Exactly! Without the sprite the object isn't even spawned.
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Syfo-Dyas
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Post by Syfo-Dyas »

I'm not ready for this yet...

...but has anyone put up any idiot's guides for this model business?
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BlazingPhoenix
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Post by BlazingPhoenix »

Nash did in the documentation thread, it explains everything nicely :).
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Syfo-Dyas
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Post by Syfo-Dyas »

So could I in theory just take a model and the skins from Jedi Outcast and simply re-work them into GZDOOM?
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BlazingPhoenix
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Post by BlazingPhoenix »

If they're in .md2 or .md3 format, then yeah.
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Post by TheDarkArchon »

Jedi Outcast uses MD3 since it's based on the Q3A engine.
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Graf Zahl
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Post by Graf Zahl »

I used Jedi Outcast's models to test MD3 so they certainly work. ;)
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Paul
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Post by Paul »

Jedi Outcast uses md3's for static decorations and an extended md3 format-*.glm for player models.
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Syfo-Dyas
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Post by Syfo-Dyas »

OMG!


Ok, stop the press. I may have to divert my mission a bit for a while and look into this then. So I won't have to so much as touch a model editor is that case right? I can basically just copy the texture and model, create a script file of some sort to define it's movement, then I'm done?

Also could something as large as the Imperials Shuttles be used from JK?

Sorry if I'm getting off subject, I'm just really elated right now. :)
I've been working and re-working this project for about 5 years now, this is one of those things I thought Legacy would never bring was support for the damn models, but alas Graf came along and changed everything!

P.S. Could someone post me a small sample Wad with a JK weapon in use?
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Nash
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Post by Nash »

If the md2 or md3 is already animated, then you can already use it in GZDoom.

The problem is that sometimes the model's orientation and scale may not appear desirable when brought into GZDoom. You can fine-tune the scale in MODELDEF, but not the orientation; you'd still need to have a model editor.

And depending on the model editor you use, it may or may NOT retain the animation data. I use Milkshape3D, and MS3D does not retain animation when I import MD2s or MD3s into it. So that means I'll lose all the animation if I want to adjust the orientation.

It isn't really a problem for me though - I don't rip models from other games -- I make my own. ;)
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