Model appering in ground

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Model appering in ground

Post by InsanityBringer »

I was trying to put the Quake 2 gunner into Gzdoom, but I ran into this:

http://Basementnet.dyndns.org/ryan/pics/DOOM0004.png

Here is my modeldef:
[spoiler]

Code: Select all

Model TestGunner 
{ 
   Path "Models" 
   Model 0 "tris.md2" 
   Skin 0 "skin.png"  

   Frame POSS A 0 "stand01"
   Frame POSS B 0 "stand02"
   Frame POSS C 0 "stand03"
   Frame POSS D 0 "stand04"
   Frame POSS E 0 "stand05"
   Frame POSS F 0 "stand06"
   Frame POSS G 0 "stand07" 
   Frame POSS H 0 "stand08"
   Frame POSS I 0 "stand09"
   Frame POSS J 0 "stand10"
   Frame POSS K 0 "stand11"
   Frame POSS L 0 "stand12"
   Frame POSS M 0 "stand13"
   Frame POSS N 0 "stand14"
   Frame POSS O 0 "stand15"
   Frame POSS P 0 "stand16"
   Frame POSS Q 0 "stand17"
   Frame POSS R 0 "stand18"
   Frame POSS S 0 "stand19"
   Frame POSS T 0 "stand20"
   Frame POSS U 0 "stand21"   
   Frame POSS V 0 "stand22"
   Frame POSS W 0 "stand23"
   Frame POSS X 0 "stand24"
   Frame POSS Y 0 "stand25"
   Frame POSS z 0 "stand26"
   Frame SPOS A 0 "stand27"
   Frame SPOS B 0 "stand28"
   Frame SPOS C 0 "stand29"
   Frame SPOS D 0 "stand30"
   Frame SPOS E 0 "stand31"
   Frame SPOS F 0 "stand32"
   Frame SPOS G 0 "stand33" 
   Frame SPOS H 0 "stand34"
   Frame SPOS I 0 "stand35"
   Frame SPOS J 0 "stand36"
   Frame SPOS K 0 "stand37"
   Frame SPOS L 0 "stand38"
   Frame SPOS M 0 "stand39"
   Frame SPOS N 0 "stand40"
   Frame SPOS O 0 "stand41"
   Frame SPOS P 0 "stand42"
   Frame SPOS Q 0 "stand43"
   Frame SPOS R 0 "stand44"
   Frame SPOS S 0 "stand45"
   Frame SPOS T 0 "stand46"
   Frame SPOS U 0 "stand47"   
   Frame SPOS V 0 "stand48"
   Frame SPOS W 0 "stand49"
   Frame SPOS X 0 "stand50"
   Frame SPOS Y 0 "stand51"
   Frame SPOS Z 0 "stand52"
   Frame CPOS A 0 "stand53"
   Frame CPOS B 0 "stand54"
   Frame CPOS C 0 "stand55"
   Frame CPOS D 0 "stand56"
   Frame CPOS E 0 "stand57"
   Frame CPOS F 0 "stand58"
   Frame CPOS G 0 "stand59" 
   Frame CPOS H 0 "stand60"
   Frame CPOS I 0 "stand61"
   Frame CPOS J 0 "stand62"
   Frame CPOS K 0 "stand63"
   Frame CPOS L 0 "stand64"
   Frame CPOS M 0 "stand65"
} 
don't ask why I am using those sprites[/spoiler]
Any solutions?
BTW: I haven't finished the idle animation yet, so that will get longer
Last edited by InsanityBringer on Sat Aug 11, 2007 21:28, edited 1 time in total.
User avatar
Shinjanji
Posts: 198
Joined: Sun Nov 06, 2005 16:45
Location: Pennsylvania, USA

Post by Shinjanji »

Looks as though the model itself will need to be moved up. Open it up in a model editor, and physically move the model until its feet rest on the "floor" plane
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

Where can I find a free editor? I got the frame names from a model viewer.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Download Quake 2 Model Editor: http://www.gamers.org/pub/idgames2/plan ... mdlr9b.zip

Open the Gunner in that program.

1) Press A (or Edit -> Select All).

2) Activate the "Move" tool.

3) You will see buttons labelled X, Y and Z. Make sure Y is the only depressed button (in other words, deactivate X and Z).

4) Tick the option that says "Effect frame range". Leave "From" to 0 but change "To" to the last frame for the Gunner. To find out which is the last frame, Edit -> Go to Frame and scroll down to see which frame is the last. Or you can also drag the Frame slider at the bottom of the program.

5) Now using the move tool on either the front or side viewports, move the Gunner up. Do not use the move tool on the top view port!

6) File -> Export -> Export to MD2. Done!
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

I got the gunner mostly working

http://basementnet.dyndns.org/ryan/Files/gunner.zip

Drag and drop the file onto gzdoom
The actor's name is testgunner.
IT IS STILL INCOMPLETE. It needs more work and the grenade launcher attack
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Very cool. I think those are one of my favourite looking Q2 bad guys.

But... isn't he a little short for a stormtr... um gunner? ;)
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

if you mean that shot I posted, that got fixed

EDIT:I think I know what you mean, I will try to play with scale some
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Yeah, the original was quite big in quake2 but this guy seems about normal human size.
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

I think I fixed it. Redownload
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Yup, that's more like it. :)

Now, there is another problem. He seems a bit weak when you pit him against other monsters. Try summonfriend testgunner when there is an imp around and as often as not the imp will pwn the gunner. He just doesn't seem to do enough damage to other enemies for some reason - although I thought he tore my health away pretty efficiently. :dunno:
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

Enjay wrote:Yup, that's more like it. :)

Now, there is another problem. He seems a bit weak when you pit him against other monsters. Try summonfriend testgunner when there is an imp around and as often as not the imp will pwn the gunner. He just doesn't seem to do enough damage to other enemies for some reason - although I thought he tore my health away pretty efficiently. :dunno:
I think it has to do with the fact quake 2 attacks were slightly weaker(it took 2 double barrel shotgun shots to kill him) I kept the original hp of 175, but I will increase that. I also increased the attack some. He now can kill a imp at least.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

You're welcome InsanityBringer!
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

This model looks sweet with Torr Samaho's model interpolation code!

Here's a custom compiled GZDoom with Torr's code if you'd like to see it in action:

http://nash.wanzafran.com/doomstuff/gzd ... lation.zip

Too bad the movement is jerky. Hopefully Torr can fix it.
User avatar
KeksDose
Stronghold Team
Posts: 319
Joined: Thu Apr 12, 2007 21:35
Location: Germany

Post by KeksDose »

:surprise: - :woh: - :yup: - :thumb: That just made my day...! I tested this with Zan Zan... WOH! That looked soooo nice now! :thumb: But the movements were jerky at some points (sometimes this "thing" at the start tends to flip sometimes... lol). Only thing missing here is probably smooth movements \ turning.

[EDIT]

Also, InsanityBringer's gunner looks so cool, especially while shooting :yup:
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

It's actually from Quake 2 ;)
Locked

Return to “GZDoom”