3D model sizing

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
cokeman118
Posts: 13
Joined: Mon Oct 09, 2006 13:39

3D model sizing

Post by cokeman118 »

Just wondering on how to size a model to fit into the doom world.
If I make a 3d model of an object...a barrel lets say, how do I know how big it should be in relation to other objects in doom? I don't want to make it big or small. Is there any scale to go by, or is it just trial and error??
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

The last time I looked at the units in Q2modeller, they were pretty clse to the Doom ones. Think a 128 wide square was near enough 128 wide in game. However, height was a little off. I think the model had to be about 160 tall in Q2modeller to be 128 tall in game (My guess is this may be because Doom was originally at screen res 320x200 and modern ports automatically compensate for the change in resolution ratio to more modern common higher resolution values).

Anyway, even if you get it wrong, the modeldef lump allows you to scale your model in the X, Y and Z directions. Sometimes it is an advantage to make a much bigger model and scale it down. Once you've played around with a few models, you start to get a feel for how big they will look in game compared to how they look in the modeling program.

Also, I've sometimes found that, when replacing sprite items, making the model exactly the same size as the original sprite doesn't always look as good as making it a more natural size for a true 3D object.
cokeman118
Posts: 13
Joined: Mon Oct 09, 2006 13:39

Post by cokeman118 »

Cool thanks...

Is it possible to make only a few 3d models, or do all sprites need to be replaced when doing this? I'm not looking to replace every sprite to 3D, just certain ones.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Of course it's possible. Only the actors that have a corresponding MODELDEF will have their sprites replaced with a model.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

And even then, you don't have to replace all the sprites for that actor - just the ones you define.
Locked

Return to “GZDoom”