Where do I Put Models? And what format should they be in?
Moderator: Graf Zahl
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Where do I Put Models? And what format should they be in?
Do models go in a "\models" directory, or do they go in the GZDoom dir?
and What format do I put them in, Do I leave these in PK3 or extract what's in there to where i'm supposed to put them as MD2s ?
and What format do I put them in, Do I leave these in PK3 or extract what's in there to where i'm supposed to put them as MD2s ?
- Graf Zahl
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Ahh.. Okay.
So let me clarify this, I go into zdoom.ini, find MODELDE... No, wait. There is no "MODELDEF" seen at all in zdoom.ini.. And I opened GZDoom.exe with wordpad, and saw things a whole bunch of things like "£Æ◄¬ºýâ" and when I searched for MODELDEF. I found something but i couldn't see too much useful things after it..
But anyways. When I put in a path. Do i say "C:\Doomsday\Data\JDoom\JDRP.pk3" or extract whatever is from JDRP to a folder I have in my name like "C:\Documents and settings\My name\Desktop\JDRP extracts\Insert PK3s here"?
So let me clarify this, I go into zdoom.ini, find MODELDE... No, wait. There is no "MODELDEF" seen at all in zdoom.ini.. And I opened GZDoom.exe with wordpad, and saw things a whole bunch of things like "£Æ◄¬ºýâ" and when I searched for MODELDEF. I found something but i couldn't see too much useful things after it..
But anyways. When I put in a path. Do i say "C:\Doomsday\Data\JDoom\JDRP.pk3" or extract whatever is from JDRP to a folder I have in my name like "C:\Documents and settings\My name\Desktop\JDRP extracts\Insert PK3s here"?
- wildweasel
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The path should use the PK3/ZIP file as a reference. Here is an example MODELDEF:
So when you compile the resources into a zip file, the files rocket_launcher.md2 and w_r_launcher.pcx would both be located in a directory called models, and a subdirectory within that called weapons.
Code: Select all
Model RocketLauncher {
path "models\weapons"
model 0 "rocket_launcher.md2"
skin 0 "w_r_launcher.pcx"
frame LAUN A 0 "spawn"
}
- wildweasel
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- Enjay
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Any help here?
I just tried the following using the JDoom model for the TechColumn
The DECORATE item is called "BigColumn" and it does use sprite ELECA0. The model and skin are in a subdir inside the zip and the subdir is called models. In other words, I think I have done everything correctly.
Originally the scale numbers were 0 5.0 5.0 5.0 but that made a huge column. The above numbers look right. However, there is another problem (that shows itself at both scale values). The model is flat. I mean if I look at it from one angle it looks like the Doom technical column. Is I wander round the side and look at it from 90 degrees from my original position, the model appears paper thin.
My DEORATE entry
I just tried the following using the JDoom model for the TechColumn
Code: Select all
model BigColumn{
path "models"
model 0 "TekPill.md2"
skin 0 "TekPill.pcx"
scale 0 1.0 1.0 1.0
frameindex ELEC A 0 0
}
Originally the scale numbers were 0 5.0 5.0 5.0 but that made a huge column. The above numbers look right. However, there is another problem (that shows itself at both scale values). The model is flat. I mean if I look at it from one angle it looks like the Doom technical column. Is I wander round the side and look at it from 90 degrees from my original position, the model appears paper thin.
My DEORATE entry
Code: Select all
BigColumn
{
DoomEdNum 48
Sprite ELEC
Frames "A"
Solid
Floorclip
Radius 16
Height 96
}
- Graf Zahl
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