Model questions

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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justin023
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Model questions

Post by justin023 »

I have a couple questions about models:

1. What lump are the model definitions supposed to go into (already tried decorate)?

2. How does the model definition tie in with decorate? Would the defined sprite-frame (Sprite Q2CRA Frame "5") be used in decorate like a normal sprite (Q2CR A -1)?
NecroMage
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Post by NecroMage »

I do not think that they are supported yet. I just checked the change log and graf made no mention so idk think it is done.
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justin023
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Post by justin023 »

the changelog wrote:- Added first stage of model support: Assignment to sprite frames
I'm confused. :banghead: Since there is .zip support now, I assumed there was also some basic model support
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Post by NecroMage »

justin023 wrote:
the changelog wrote:- Added first stage of model support: Assignment to sprite frames
I'm confused. :banghead: Since there is .zip support now, I assumed there was also some basic model support
Hmmm, I missed that but it is still just the first stage. Will Graf plz tell us what he did!
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chaoscentral
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Post by chaoscentral »

yea, i didnt even know there was a new gzdoom out until I had to redownload it...
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Graf Zahl
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Post by Graf Zahl »

It has yet to be documented. Right now I am busy with other things but if it helps, here's a demo lump. It has to be named MODELDEF:

Code: Select all

Model SteelCrate
{
	Path "Models/Crate"
	Model 0 "Steelc.md2"
	Skin 0 "Steelc.png"

	Frame COL1 A 0 "frame01"
}

Model SteelTransport1
{
	Path "Models/Transport2"
	Model 0 "Steelt2.md2"
	Skin 0 "Steelt2.png"

	FrameIndex COL2 A 0 0
}

Model SteelTransport2
{
	Path "Models/Transport1"
	Model 0 "Steelt1.md2"
	Skin 0 "Steelt1.png"

	FrameIndex COL3 A 0 0
}

Model SteelTransport3
{
	Path "Models/Transport3"
	Model 0 "Steelt3.md2"
	Skin 0 "Steelt3.png"

	FrameIndex COL4 A 0 0
}

All paths are absolute paths in the .zip being loaded.
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justin023
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Post by justin023 »

I must be an idiot because I can't get it to work. I tried a few different things in the modeldef and no luck. This .zip crashes gzdoom. Can someone tell me what I am doing wrong?
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Graf Zahl
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Post by Graf Zahl »

Maybe it's the backslash. Paths inside ZIPs are always using forward slashes and I am not attempting any conversion.
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chaoscentral
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Post by chaoscentral »

I also noticed something with the zips... whenever i drag and drop them onto gzdoom they dont work, but when i use command line it works perfectly.
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Post by LK873 »

Now if I can find an exporter to md2 for Maya 7 I'll be happy.
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justin023
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Post by justin023 »

It's not the slash, I still get the same thing
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Graf Zahl
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Post by Graf Zahl »

Fixed the crash but you still have to refer to valid actors and sprites to get it to work. Now you get an error message.
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Post by Enjay »

chaoscentral wrote:I also noticed something with the zips... whenever i drag and drop them onto gzdoom they dont work, but when i use command line it works perfectly.
Yeah, in the past I've noticed that any file can be added to te command line but anything other than files with a WAD extension (and maybe deh?) will not load when dropped onto the exe. Presumably Graf will want to add drag and drop support for the zip, and maybe pk3, extension now that zips are supported.
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Graf Zahl
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Post by Graf Zahl »

I fixed that. I always thought ZDoom would add everything on the command line but it is really selective.
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Post by Enjay »

Funny thing is, that it is just an extension check (as far as I can tell). If I make up a file - eg MAPINFO.TXT - and drop it onto Zdoom.exe, it gets ignored. However, if I change the name to have a WAD extension (MAPINFO.WAD in this case) it works even though it's not actually a WAD. I know Zdoom supports any kind of known lump from the command line, and it seems it will also accept any kind of known lump from a drag and drop, but only if you fool it in to trying to load the file by pretending it is a WAD.
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