MG34 Model

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Boingo the Clown
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MG34 Model

Post by Boingo the Clown »

This is both on topic and off topic.

It is off topic, because it is not directly related to GZDooM, but it is on topic, because it has to do with DeiMwolf, the mod I am working on for GZDooM.

For the first person weapon sprites for DeiMWolf, I require models of various WWII German weapons, since the player is escaping from a NAZI dungeon, and is more likely to find German weapons than allied ones. I have been able to obtain models of the weapons I need, except for the MG34. This has forced me to begin work on a full scale scratch built MG34 model.

The work is going slowly, and I expect it to be several months before it is actually finished. I have created a web page to document my progress, and I figured you might be interested in it.

For those who are interested, the page is at:

http://www.doomlegends.com/deimwolf/mg34model.html

Enjoy, and wish me luck.
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wildweasel
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Post by wildweasel »

This is truly fascinating stuff.
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Zeg-Vok
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Post by Zeg-Vok »

Do you need an MG34, or could you just replace it with something else that you could find a model of? It would save you lots of time :D
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Nash
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Post by Nash »

While I do acknowledge your efforts, don't think you think modelling these in a 3-d modelling package would save you a lot more time than actually physically building the weapon?
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Paul
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Post by Paul »

Indeed fascinating.
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Boingo the Clown
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Post by Boingo the Clown »

Nash wrote:While I do acknowledge your efforts, don't think you think modelling these in a 3-d modelling package would save you a lot more time than actually physically building the weapon?
Tried it. Didn't like the results. The look of CG based sprites looked rather poor to me. I decided that photo based sprites, if done well, would be better.
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Cutmanmike
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Post by Cutmanmike »

Looks good but I can't imagine anyone who'd want to play wolf3d in any shape or form anyway.
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Paul
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Post by Paul »

I played Deimwolf. Very nice.
Have you considered using models for decorations, and not sectors? It would surely help, boost the speed of the production, at least in texture aligment on the decors.
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Boingo the Clown
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Post by Boingo the Clown »

I used sector based 3D objects for version 0.9.0, because it was for Legacy, and Legacy's support for MD2 models does not work yet, making sector based objects the only way to go.

I do want to use models for scenery objects, but not characters, however, and since GZDooM does support them, They will probably be implemented eventualy, as soon as I gain some experience in making them properly. The existing sector based 3D objects are fine, and will probably be left as they are, except with higher resolution textures.

Texture alignment has not been much of a problem on the sector based objects. All I did was make one to start with, and work on it until the alignment is the way I want it, then save that first one as a prefab from which all the others will be created.

Things I would most likely replace with MD2 based versions:

The ceiling lights
The lamps.
The wooden barrels (currently insuficient sprites)
Skeletons (possibly)
Decorative vases
Vases with plants.

Can anyone give me instructions on how to make MD2 models using Blender?

I would also need to know how to implement them in GZDooM as well.
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