I need a proper .md2 software
Moderator: Graf Zahl
- Nash
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I need a proper .md2 software
I have some new monster models that I want to put into GZDoom.
The thing is, before this, I'd just take screenshots of the monsters and import those as sprites.
Now I want to import the 3-d models into GZDoom directly. The problem is, the tool that I was using (Anim8or) has no way of exporting to the .md2 format.
I need a program that allows me to model, skin map and animate models for .md2.
What software were the JDoom Resource Pack models created in?
The thing is, before this, I'd just take screenshots of the monsters and import those as sprites.
Now I want to import the 3-d models into GZDoom directly. The problem is, the tool that I was using (Anim8or) has no way of exporting to the .md2 format.
I need a program that allows me to model, skin map and animate models for .md2.
What software were the JDoom Resource Pack models created in?
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- Enjay
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Yeah, the question still stands (kind of). I'm intrigued enough to want to try out some simple stuff myself. Can anyone point me in the direction of a reasonable, easy to use editor for any GZDoom supported model format? My experiences with 3D modelling have been less than impressive in the past, but simple boxes and stuff might be useful. Who knows? I might even be able to make them. 

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- Nash
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Enjay, it's good to hear that you're willing to start learning how to model.
However, the problem right now, is this:
The formats that GZDoom support (.md2, .md3) are a pain. Why? Because it's difficult to find free programs that work directly with these formats.
If you want to quickly make md2 models, you can use QME, which is a Quake 1 model editor, but the latest version supports Quake 2. QME is shareware but unfortunately is no longer for sale or supported, as far as I can tell. If you're interested in trying the program, PM me. The package includes tutorials and help files so you can learn the stuff.
When working with the MD2 format, you'll probably want to bookmark http://www.planetquake.com/polycount/re ... ools.shtml - lots of Quake 2 tools useful for the MD2 format.
The biggest downside to the MD2 format is that it has several limitations like limited amount of polygons and animation frames, the skins must be an 8-bit PCX file, among other things. But the biggest disadvantage is the fact the MD2 format stores its vertices in a predefined "grid" as opposed to other 3-d model formats that store their vertex information as floating numbers. What that means is the resolution of your model is limited to that 3-d grid which produces the famous Quake 2 "wobble" effect.
As for the MD3 format... the only FREE application that lets you work with MD3 is Blender (http://www.blender.org/). However Blender's learning curve is kind of steep and you definitely won't start making models for GZDoom the first few days learning Blender. Even then - Blender does not work with MD3 files directly - it involves installing custom user-made scripts and are prone to tons of errors, not to mention confusing to setup in the first place.
But the MD3 format is superior (24-bit TGA skins for example). Sigh...
However, if you have plenty of time to spare, I suggest you take up 3-d modelling beyond making models for GZDoom. As has been mentioned, Anim8or (http://www.anim8or.com/ and http://www.anim8or.org/) is a freeware modelling tool that has tons of documentation and an active user base online, and the learning curve isn't as steep as Blender. Blender is ultimately the better software as it has boatloads of features but it's learning curve is very high. Don't expect to use Anim8or to make GZDoom models though.
However, the problem right now, is this:
The formats that GZDoom support (.md2, .md3) are a pain. Why? Because it's difficult to find free programs that work directly with these formats.
If you want to quickly make md2 models, you can use QME, which is a Quake 1 model editor, but the latest version supports Quake 2. QME is shareware but unfortunately is no longer for sale or supported, as far as I can tell. If you're interested in trying the program, PM me. The package includes tutorials and help files so you can learn the stuff.
When working with the MD2 format, you'll probably want to bookmark http://www.planetquake.com/polycount/re ... ools.shtml - lots of Quake 2 tools useful for the MD2 format.
The biggest downside to the MD2 format is that it has several limitations like limited amount of polygons and animation frames, the skins must be an 8-bit PCX file, among other things. But the biggest disadvantage is the fact the MD2 format stores its vertices in a predefined "grid" as opposed to other 3-d model formats that store their vertex information as floating numbers. What that means is the resolution of your model is limited to that 3-d grid which produces the famous Quake 2 "wobble" effect.
As for the MD3 format... the only FREE application that lets you work with MD3 is Blender (http://www.blender.org/). However Blender's learning curve is kind of steep and you definitely won't start making models for GZDoom the first few days learning Blender. Even then - Blender does not work with MD3 files directly - it involves installing custom user-made scripts and are prone to tons of errors, not to mention confusing to setup in the first place.
But the MD3 format is superior (24-bit TGA skins for example). Sigh...
However, if you have plenty of time to spare, I suggest you take up 3-d modelling beyond making models for GZDoom. As has been mentioned, Anim8or (http://www.anim8or.com/ and http://www.anim8or.org/) is a freeware modelling tool that has tons of documentation and an active user base online, and the learning curve isn't as steep as Blender. Blender is ultimately the better software as it has boatloads of features but it's learning curve is very high. Don't expect to use Anim8or to make GZDoom models though.
- Enjay
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OK, thanks for that considered input.
I'd already grabbed Anim8or and discovered that it wasn't going to be of use for GZdoom models.
I also discovered, as I have with a few other programs in the past, that it really isn't an intuitive thing at all - not for me anyway. You're right, it does come with decent documentation, so I'll try and work my way through some of that and see where it gets me. I think there is a definite possibility that my brain simply doesn't work in a way required to get the most out of these programs though. I've tried all sorts of stuff in the past - going right back to Autodesk 3D Studio for DOS - but the best I have managed to come up with is a cylinder I used as a "daystick" weapon in Doom, a fly past a 3D-ish looking logo and putting a point on the Quake2 guy's shoulder to make him look a bit like a 2000AD Judge (in combination with a new skin). I don't remember what program I used to do that, but I remember it taking me ages.
I shall try again...
I'd already grabbed Anim8or and discovered that it wasn't going to be of use for GZdoom models.
I also discovered, as I have with a few other programs in the past, that it really isn't an intuitive thing at all - not for me anyway. You're right, it does come with decent documentation, so I'll try and work my way through some of that and see where it gets me. I think there is a definite possibility that my brain simply doesn't work in a way required to get the most out of these programs though. I've tried all sorts of stuff in the past - going right back to Autodesk 3D Studio for DOS - but the best I have managed to come up with is a cylinder I used as a "daystick" weapon in Doom, a fly past a 3D-ish looking logo and putting a point on the Quake2 guy's shoulder to make him look a bit like a 2000AD Judge (in combination with a new skin). I don't remember what program I used to do that, but I remember it taking me ages.
I shall try again...
- Nash
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If you want to make models for GZDoom, give QME a try. There's a freeware limited demo at the website. I can't remember the URL - just Google for QME and you'll get there.
QME is the right tool if you want to make sure you're working directly with the md2 model without all the importing and exporting nonsense.
QME is the right tool if you want to make sure you're working directly with the md2 model without all the importing and exporting nonsense.
- Nash
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Enjay, you can also try Q2Modeller (it's listed at http://www.planetquake.com/polycount/re ... ools.shtml) - it's free and it's apparently very good.
You want the file named q2mdl911.zip - the final version.
You want the file named q2mdl911.zip - the final version.
- Graf Zahl
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This is a Q2 limitation, not an MD2 limitation. The format doesn't care at all what is used as skin.Nash wrote: the skins must be an 8-bit PCX file, among other things
GZDoom ignores the extension of the internal skin name and tries PNG, JPG, TGA and PCX with the base name. The same will be done with any explicitly defined skin in MODELDEFS.
The same applies here. It's a Q3 limitation to use TGA. Again GZDoom allows the same 4 formats as for MD2.But the MD3 format is superior (24-bit TGA skins for example). Sigh...
- Enjay
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@Nash, thanks for all these recommendations. I've DL'd Q2Modeller and QME. I can use both to mess around with existing models - either from JDoom or Quake2. I can move vertices around to change shapes and I can even delete parts of stuff and still have it work. Where I'm really failing it is adding stuff.
As an experiment, I was trying to make a model that looked a bit like the big pillar in Strife. I used the JDoom Doom pillar as a base and was able to change its proportions so that it looked about right - basically just removing the 3 little bands in the middle and raising the height of the base section. However, now I want to add angled edges to the upper base and nobbles and lights as well. Every time I try, it just looks really bad. It seems I have to make a bunch of triangles and join them, then somehow work out how to join them to the main model and then map them to the skin. My head hurts.
As an experiment, I was trying to make a model that looked a bit like the big pillar in Strife. I used the JDoom Doom pillar as a base and was able to change its proportions so that it looked about right - basically just removing the 3 little bands in the middle and raising the height of the base section. However, now I want to add angled edges to the upper base and nobbles and lights as well. Every time I try, it just looks really bad. It seems I have to make a bunch of triangles and join them, then somehow work out how to join them to the main model and then map them to the skin. My head hurts.
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- The Strife Column, in case you're not sure what I'm talking about.
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- Enjay
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The link to Q2 Modeller v.9b via fileplanet works. The direct link to Q2 Modeller v.91 doesn't work. If you don't have a fileplanet account, use a login from http://www.bugmenot.comKingofFlames wrote:Ummmm the link to Q2modeller is broken(on the site Nash posted)