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Model appering in ground

Posted: Wed Aug 08, 2007 4:45
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

Posted: Wed Aug 08, 2007 20:30
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

Posted: Wed Aug 08, 2007 22:21
by InsanityBringer
Where can I find a free editor? I got the frame names from a model viewer.

Posted: Thu Aug 09, 2007 20:58
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!

Posted: Sat Aug 11, 2007 21:10
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

Posted: Sat Aug 11, 2007 21:41
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? ;)

Posted: Sat Aug 11, 2007 22:16
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

Posted: Sat Aug 11, 2007 22:46
by Enjay
Yeah, the original was quite big in quake2 but this guy seems about normal human size.

Posted: Sun Aug 12, 2007 1:10
by InsanityBringer
I think I fixed it. Redownload

Posted: Sun Aug 12, 2007 1:18
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:

Posted: Sun Aug 12, 2007 1:57
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.

Posted: Sun Aug 12, 2007 17:42
by Nash
You're welcome InsanityBringer!

Posted: Sat Aug 25, 2007 6:29
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.

Posted: Sat Aug 25, 2007 10:04
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:

Posted: Sat Sep 01, 2007 3:01
by InsanityBringer
It's actually from Quake 2 ;)