Where do I Put Models? And what format should they be in?

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stx
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Where do I Put Models? And what format should they be in?

Post by stx »

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 ?
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Graf Zahl
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Post by Graf Zahl »

Models can go anywhere in a ZIP/PK3's directory structure. You specify the full path in the MODELDEF lump. Loading from an external directory tree on the HD is not supported. They have to be inside a ZIP.
stx
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Post by stx »

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"?
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wildweasel
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Post by wildweasel »

The path should use the PK3/ZIP file as a reference. Here is an example MODELDEF:

Code: Select all

Model RocketLauncher {
	path "models\weapons"
	model 0 "rocket_launcher.md2"
	skin 0 "w_r_launcher.pcx"

	frame LAUN A 0 "spawn"
}
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.
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BetaSword
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Post by BetaSword »

Oh, and Jdoom stuff won't work with it anyways. So that may help, too.
stx
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Post by stx »

What do I open to edit the MODELDEF?
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wildweasel
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Post by wildweasel »

It's plain-text - just write it in Notepad. (Tip: GZDoom will still read it, even if it has a TXT extension.)
stx
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Post by stx »

What file do I open tho? GZDoom.exe or something else?
I already know how to edit it and things like that.
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Post by smg m7 »

Try looking at the ACs demo maps in that other topic. The author used a perfect example of madeldef there.
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justin023
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Post by justin023 »

The model is buggy, but yea, there is a modeldef example.
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Post by Enjay »

Any help here?

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
}
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

Code: Select all

BigColumn
{
DoomEdNum 48
Sprite ELEC
Frames "A"
Solid
Floorclip
Radius 16
Height 96
}
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Post by Graf Zahl »

Scale doesn't have a modelindex parameter. It's 'scale 1.0 1.0 1.0' and which that it looks ok.
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Post by Enjay »

Ah, thank you. That does indeed fix it. It also explains why the one in Justin023's ACS_Demo looked so skinny too. That's where I copied the definition from.
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