3D md2 - how i to use my models in GZDoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Alex-bomber_Man
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3D md2 - how i to use my models in GZDoom

Post by Alex-bomber_Man »

Het, ive something for GZDoom, but i dont know how to use it.
I've allready tried my models on another sourceport - Vavoom.
You may find em here:

http://alex-bomberman.narod.ru/vdoom.html

I want to create the same section on my site for GZDoom, but there is one trouble - i dont know how to activate my models in GZDoom.
I heared GZDoom supports MD2 format... Is it true?

Please somebody, tell me how to do that.
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Zeg-Vok
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Post by Zeg-Vok »

Look under the Documentation thread in this forum, theres some stuff in there
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Alex-bomber_Man
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Post by Alex-bomber_Man »

My excuses, but i didn't found it... Can you give me a link?
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Zeg-Vok
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Post by Zeg-Vok »

Sure, its the first post by Nash, look for the Cactor

http://forum.drdteam.org/viewtopic.php?t=231
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Alex-bomber_Man
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Post by Alex-bomber_Man »

Big thanks, i've found it!
Hey, and are you interested in MD2 models in GZDoom?
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Post by Nash »

We are all interested, but I think it's a good idea not to bother too much about it right now. The reason for that is because the current 3-d model implementation for GZDoom is very, VERY limited and not robust. Graf says that he will only add proper model support when custom state labels are in ZDoom.

I'd rather not invest my time doing models yet when so many things will be deprecated/changed later down the line. I'd rather wait for proper model support before I even consider doing model packs for GZDoom.
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Alex-bomber_Man
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Post by Alex-bomber_Man »

Ok, i will not write the code for modell usage now. The changes with it in future are not only problem - i must have working example of this code to write it. And models... I will create them - as you remember, i've wrote that i develope not only GZDoom - originaly my models are made for Vavoom sourceport.
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