Converting Models

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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J-Dub
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Converting Models

Post by J-Dub »

Some methods I've come across to convert various models. I might post more later if I discover more. If anybody else has any feel free...

Quake MDL to MD2
This is simple and always works for me

Programs Needed
  • Quake Model Editor
  • QME
How
  • Open the .MDL in Quake Model Editor
  • Goto "File > Export > Export to MD2"
  • Open the .MDL in QME
  • Goto "File > Export Skin"
Half-Life MDL to MD2
This only works right for models that use a single skin, like islave.mdl for example. Models with multiple skins will result in a big mess.

Programs Needed
  • MilkShape 3D
  • NPherno's Skin Tool
  • Half-Life Model Viewer (for convienience's sake)
How
  • In MilkShape, goto "Tools > Half-Life > Decompile Normal HL MDL File"; This will dump many .SMD files
  • Next goto "File > Import > Half-Life SMD". You have to find the main .SMD file to start with. This is the one with the actual polygons and not just the bones
  • Now you can repeat the above the above step with any of the remaining .SMD files to make to model animated. Make sure to append the .SMD to the existing frames. This is where the Half-Life model viewer comes in handy because the names of the .SMDs are the same as the sequence names in the compiled model.
  • Once your done you can goto "File > Export > Quake2 MD2"
  • Now open the model in NPherno's Skin tool. It should say "There were no external skins found. Would you like to load from the base folder?". Say yes and the skin should appear.
  • Goto "Skins > Save As"
Ripping N64 models to MD2
This dumps only a single model frame which needs to be animated and skinned

Programs Needed
  • NEmu64 v0.8
  • 3D Studio
  • Quake Model Editor or MilkShape 3D
How
  • Open the ROM of your choice in Nemu64, when the model you want appears, press F12 to access the "Configure Video Plugin" menu. Select "Export VRML" and continue emulation. After about two seconds, press F12 and disbale "Export VRML"
  • Open 3D Studio and goto "File > Import...". In the C:\ folder, open the file output.wrl. This will contain an entire scene so delete the unnessecary stuff. Goto "File > Export..." and save this as an .ASC file.
  • Both MilkShape 3D and Quake Model Editor can import .ASC and export .MD2, so pick your favorite and get to animating.
Last edited by J-Dub on Sat Aug 05, 2006 17:49, edited 1 time in total.
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BlazingPhoenix
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Post by BlazingPhoenix »

This is a nice tutorial, this might come in handy, :P
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Nash
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Post by Nash »

Quake MDL to MD2:

There's an easier method.

q2modeller 0.911b supports importing MDL. Simply export as MD2 and the MDL's texture coordinates will be exported as well. Only one step.

In addition to that, you can use q2modeller's "effect frame range" to reposition all the frames of your MDL/MD2 because they aren't readily offsetted correctly for GZDoom.
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BlazingPhoenix
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Post by BlazingPhoenix »

One question: How do you get the MDL files out of Quake 1?
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Nash
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Post by Nash »

Extract them out of the PAK files.
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J-Dub
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Post by J-Dub »

Silver Sonic wrote:One question: How do you get the MDL files out of Quake 1?
I was wondering if I should have mentiond that but I guessed that it would be obvious. Use Deepsea or Game Extractor.
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Zeg-Vok
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Post by Zeg-Vok »

Alright, now figure out both the Older Tribes 1 and newer Tribes 2 .dts formats :D
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J-Dub
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Post by J-Dub »

Added info on ripping models from N64 roms.

@Zeg-Vok: I don't have those games :(
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BlazingPhoenix
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Post by BlazingPhoenix »

I looked in the PAK files, is there something XWE can't read in them then?
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Paul
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Post by Paul »

Ouhh.. Pak support in XWE is greatly limited. Better use Wally, or Pakscape.
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Alter
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Post by Alter »

That's why i change from .PK3 to ZIP to extract some files :) XWE PK3 support sucks you can't extract many files from pk3!
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BlazingPhoenix
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Post by BlazingPhoenix »

I exported the model out as an MD2 using Q2Moddeller, but when I try to open it, it says the PCX file cannot be found.
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Nash
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Post by Nash »

You need to export the skin as well.

Also, Q2modeller always reports skin not found; but it shouldn't matter. You can re-skin it later (since the texture coordinates are retained) in Q2modeller or Milkshape 3D.
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TheDarkArchon
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Post by TheDarkArchon »

alterworldruler wrote:That's why i change from .PK3 to ZIP to extract some files :) XWE PK3 support sucks you can't extract many files from pk3!
We're talking about the original pak format which is not zip. Do keep up with the conversation.
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Boingo the Clown
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Post by Boingo the Clown »

Any word on freeware programs that can be used to convert models?
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