Page 1 of 1
Where do I Put Models? And what format should they be in?
Posted: Sun Jan 01, 2006 12:51
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 ?
Posted: Sun Jan 01, 2006 13:40
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.
Posted: Mon Jan 02, 2006 3:21
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"?
Posted: Mon Jan 02, 2006 5:41
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.
Posted: Mon Jan 02, 2006 8:32
by BetaSword
Oh, and Jdoom stuff won't work with it anyways. So that may help, too.
Posted: Wed Jan 04, 2006 5:19
by stx
What do I open to edit the MODELDEF?
Posted: Wed Jan 04, 2006 5:47
by wildweasel
It's plain-text - just write it in Notepad. (Tip: GZDoom will still read it, even if it has a TXT extension.)
Posted: Fri Jan 06, 2006 4:27
by stx
What file do I open tho? GZDoom.exe or something else?
I already know how to edit it and things like that.
Posted: Fri Jan 06, 2006 5:05
by smg m7
Try looking at the ACs demo maps in that other topic. The author used a perfect example of madeldef there.
Posted: Fri Jan 06, 2006 11:19
by justin023
The model is buggy, but yea, there is a modeldef example.
Posted: Fri Jan 06, 2006 16:13
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
}
Posted: Fri Jan 06, 2006 16:47
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.
Posted: Fri Jan 06, 2006 16:59
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.