Does anyone have models of equipment such as pumps, compressors, small turbines, perhaps even a fork-lift? I don't need anything fancy, and if I had any modeling skills I would try my hand at creating them myself. However, I figure there's no point re-inventing the wheel.
Naturally, the creator of any models that I use in my work will get full credit.
Looking for simple models of machinery/equipment
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- Rex Claussen
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Sitters has a dozen or so model packs available for download:
http://md2.sitters-electronics.nl/
He also has models incorporated into the maps he has made.
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http://md2.sitters-electronics.nl/
He also has models incorporated into the maps he has made.
.
- Rex Claussen
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- Enjay
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I have all of Sitters models and levels downloaded. I've had a look at most of (if not all) of the models in GZdoom or via model editing/viewing programs. There aren't too many machiney-like things but there are a few. The models that come with the maps Genetic Disaster and Rocket Base might be a good place to start. I've also got one or two models from other sources that might also be suitable.
Most of Sitters models are very easy to set up to work in GZdoom but if you are having any difficulty let me know because I've probably already done it. The biggest obstacle is all the models are named with Dutch (I assume) names. Still, at least I now know what a stoel or a blusser are.
Most of Sitters models are very easy to set up to work in GZdoom but if you are having any difficulty let me know because I've probably already done it. The biggest obstacle is all the models are named with Dutch (I assume) names. Still, at least I now know what a stoel or a blusser are.

- Rex Claussen
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I've looked inside the zip files, and also in the zip files with your tree models. I'm getting the gist of how to package the relevant files (including the types of files that are essential), but it would be great if you could point me to a tutorial or forum thread that talks about the structure of model-related files/packages. For starters, here are some of my questions:Enjay wrote:Most of Sitters models are very easy to set up to work in GZdoom but if you are having any difficulty let me know because I've probably already done it.
- 1. The model packs I've seen contain only a few models that I'm interested in. Obviously there is a way to select only those models that I want. Is it as simple as copying the relevant folder into my own zip file?
2. I noticed that for Sitters' models there were multiple image formats for the same graphics (.bmp, .png, .tga). Is it necessary to include all these formats, or can I simply pick the one I want?
3. Some of Sitters' models seem to be multiple versions of the same object (e.g., modelpack11.zip contains forktruck.md2, forktruck1.md2, and forktruck2.md2). Are these different shapes, or differently applied graphics, or both?
4. modelpack11.zip contains pipes.md2, rounds.md2, barrel.md2, and box.md2. There are no individual graphics files for these models. Are the graphics for these models all contained in the image file for the fork truck and/or pallette?
5. I would like to see what these models look like in-game. It sounds like I will need to (i) create a folder for each model, (ii) prepare the DECORATE lump for all the models, (iii) prepare the MODELDEF lump for all the models, and (iv) put them all into a zip file. Does this sound right?
6. I know that I can run the zip (created in Item 5, above) as an external file, but how can I incorporate all the models into a wad?
- Enjay
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1. The model packs I've seen contain only a few models that I'm interested in. Obviously there is a way to select only those models that I want. Is it as simple as copying the relevant folder into my own zip file?
Yes, it is. Copy the model file and the skin file that you want, put it in a folder and make sure that your modeldef correctly points to the name of that folder with the path parameter.
2. I noticed that for Sitters' models there were multiple image formats for the same graphics (.bmp, .png, .tga). Is it necessary to include all these formats, or can I simply pick the one I want?
Pick the one you want. Presumaby a lot of those extra files are just development versions or something he had left over. A few editing programs, for example, expect PCX images (presumably because that was the format that Quake2 used) but that is a very limited format so perhaps he had PCXs for working on the files but pngs or something else for final releases. I usually convert all my skins to png, but any supported format is fine.
3. Some of Sitters' models seem to be multiple versions of the same object (e.g., modelpack11.zip contains forktruck.md2, forktruck1.md2, and forktruck2.md2). Are these different shapes, or differently applied graphics, or both?
From memory, those particular ones are forklift trucks with their forks at different heights, or with a load on the forks versus no load. There are a couple (the hover craft and some of the trucks) where the different modles are actually different parts of the same item. eg, the two hovercraft models are the base and the topsides of the hovercraft. Presumably this was done because the models are quite/large complex and there is a vertex limit in the MD2 format. In game, you can just link the models together (either by modeldef or by simply defining 2 actors and putting them on top of each other).
4. modelpack11.zip contains pipes.md2, rounds.md2, barrel.md2, and box.md2. There are no individual graphics files for these models. Are the graphics for these models all contained in the image file for the fork truck and/or pallette?
Again from memory, the forklift skin graphic has a lot of extra info on it and some of that is certainly used for barrels, boxes and palettes which don't obviously have their own graphics.
5. I would like to see what these models look like in-game. It sounds like I will need to (i) create a folder for each model, (ii) prepare the DECORATE lump for all the models, (iii) prepare the MODELDEF lump for all the models, and (iv) put them all into a zip file. Does this sound right?
Pretty much, except there is no need to put the models into different folders unless you want to. It is perfectly acceptable to put them all in the same one. If you take a look at the tree files I sent you, you'll see a good generic test setup. I just use a very basic actor (which I inherit from for subsequent test actors) and then allocate a model to it using modeldefs. For my own purposes, I don't usually even bother with an editnum and simply summon the actors from the console in that rather bland open arena level I sent you.
6. I know that I can run the zip (created in Item 5, above) as an external file, but how can I incorporate all the models into a wad?
I don't think you can get models working from inside a WAD. Even if you can, I'd keep them in a zip because that allows you to use longer, more descriptive file names (because all the names are specified in modeldef, they can be longer than the wad lump limit of 8 characters). To put everything in one file, simply put your WAD into the zip as well for the final release and, if you feel so inclined, rename it PK3 rather than ZIP. That way, everything will be in one file and end users will only have to load the zip/pk3. You can simply prepare you WAD as normal and put it in the root directory of the zip file, or use the zdoom zip file directory structure and put all your resources in the zip, only putting the map itself in a WAD. (Although your editor probably won't be abler to read the resources from the zip).
Yes, it is. Copy the model file and the skin file that you want, put it in a folder and make sure that your modeldef correctly points to the name of that folder with the path parameter.
2. I noticed that for Sitters' models there were multiple image formats for the same graphics (.bmp, .png, .tga). Is it necessary to include all these formats, or can I simply pick the one I want?
Pick the one you want. Presumaby a lot of those extra files are just development versions or something he had left over. A few editing programs, for example, expect PCX images (presumably because that was the format that Quake2 used) but that is a very limited format so perhaps he had PCXs for working on the files but pngs or something else for final releases. I usually convert all my skins to png, but any supported format is fine.
3. Some of Sitters' models seem to be multiple versions of the same object (e.g., modelpack11.zip contains forktruck.md2, forktruck1.md2, and forktruck2.md2). Are these different shapes, or differently applied graphics, or both?
From memory, those particular ones are forklift trucks with their forks at different heights, or with a load on the forks versus no load. There are a couple (the hover craft and some of the trucks) where the different modles are actually different parts of the same item. eg, the two hovercraft models are the base and the topsides of the hovercraft. Presumably this was done because the models are quite/large complex and there is a vertex limit in the MD2 format. In game, you can just link the models together (either by modeldef or by simply defining 2 actors and putting them on top of each other).
4. modelpack11.zip contains pipes.md2, rounds.md2, barrel.md2, and box.md2. There are no individual graphics files for these models. Are the graphics for these models all contained in the image file for the fork truck and/or pallette?
Again from memory, the forklift skin graphic has a lot of extra info on it and some of that is certainly used for barrels, boxes and palettes which don't obviously have their own graphics.
5. I would like to see what these models look like in-game. It sounds like I will need to (i) create a folder for each model, (ii) prepare the DECORATE lump for all the models, (iii) prepare the MODELDEF lump for all the models, and (iv) put them all into a zip file. Does this sound right?
Pretty much, except there is no need to put the models into different folders unless you want to. It is perfectly acceptable to put them all in the same one. If you take a look at the tree files I sent you, you'll see a good generic test setup. I just use a very basic actor (which I inherit from for subsequent test actors) and then allocate a model to it using modeldefs. For my own purposes, I don't usually even bother with an editnum and simply summon the actors from the console in that rather bland open arena level I sent you.
6. I know that I can run the zip (created in Item 5, above) as an external file, but how can I incorporate all the models into a wad?
I don't think you can get models working from inside a WAD. Even if you can, I'd keep them in a zip because that allows you to use longer, more descriptive file names (because all the names are specified in modeldef, they can be longer than the wad lump limit of 8 characters). To put everything in one file, simply put your WAD into the zip as well for the final release and, if you feel so inclined, rename it PK3 rather than ZIP. That way, everything will be in one file and end users will only have to load the zip/pk3. You can simply prepare you WAD as normal and put it in the root directory of the zip file, or use the zdoom zip file directory structure and put all your resources in the zip, only putting the map itself in a WAD. (Although your editor probably won't be abler to read the resources from the zip).