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Anyone working on JDoom to GZdoom models conversion?

Posted: Tue Oct 02, 2007 23:59
by Enjay
Yeah, I know this is going to sound like a n00b "I have a kewl idea but I don't no how 2 do it so can some1 plz do it 4 me" post but... here goes...

There are a bunch of models available for JDoom/Risen3D (as I'm sure everyone knows). Some look good and some are certainly questionable but the entire set of sprites, I'm pretty sure, has been covered. I've had a look at them and I could get some of the simpler ones to work in GZdoom but I couldn't get the more complex stuff working and, OK I'll admit it, there is an element of I don't want to have to learn all that stuff at this point in time.

However, it would, IMO, be pretty kew... (ahem) cool to have a full set of working models in GZdoom so... well, you know. ;)

Posted: Wed Oct 03, 2007 4:00
by Nash
It's pretty easy to do, just requires some time to type the MODELDEFS, but the thing that's keeping me from doing it is that I don't think DaniJ would be happy about me doing it.

Posted: Wed Oct 03, 2007 17:43
by Graf Zahl
Just write a MODELDEF that can be used with his original file and he's got nothing to complain. ;)

Posted: Thu Oct 04, 2007 12:56
by Torr Samaho
Nash wrote:It's pretty easy to do, just requires some time to type the MODELDEFS, but the thing that's keeping me from doing it is that I don't think DaniJ would be happy about me doing it.
Aabra and I wrote definitions for most of the pickup models. Lately I also started with player and monster model definitions. I can give them to you and you write the missing ones :wink:.

Further I started to discuss with DaniJ on a way how to distribute a GZDoom/Skulltag compatible pack of his models. Unfortunately I haven't heard from him for a while. Guess I have to remind him of the issue.

Posted: Thu Oct 04, 2007 19:01
by disturbedite
wow, that sounds awesome. i didn't even know anyone was working on that. you do so much Torr, its a wonder how you find time for it all...

Posted: Thu Oct 04, 2007 22:28
by Nash
Interesting, Torr. I took a look at the JDoom resource pack and it seems that most of the monsters are in DMD format. Can GZDoom/Skulltag load this format? Will it take advantage of the multiple LoD per model feature in DMDs?

And I'd love to MODELDEF the remaining actors.

PM sent!

Posted: Fri Oct 05, 2007 9:12
by Graf Zahl
GZDoom can load DMD but right now doesn't use the LODs because I couldn't figure out how they have to be selected.

Posted: Fri Oct 05, 2007 20:41
by Nash
Okay, thanks for the info.

Now does anyone know how to convert DMD back into MD2, or at least find out how to retrieve the animation frames list (or names)? Right now it's very difficult to write MODELDEFS for the monsters when I don't even know my way around their animation frames.

Posted: Sat Oct 06, 2007 14:19
by Enjay
For anyone who might be interested, I just recorded a quick(ish) runthrough of a test map that has all the Doom items in it using Risen3D and my current model setup. It'll give people an idea of what the models look like. These are the models I got from the Risen3D site and are mainly in the DMD format.

Oh, and for some reason, FRAPS was making the controls quite unresponsive which explains the clumsy gameplay. :P

http://uk.youtube.com/watch?v=4dNkfCJ96PA 6 minutes 15 seconds

Posted: Sat Oct 06, 2007 21:54
by Nash
The Pain Elemental death effects are pretty cool!

BTW, did you really have to shoot Hitler's poster? :P

Posted: Sun Oct 07, 2007 1:42
by disturbedite
looks like awesome stuff. looks just like doomsday too, obviously, considering the models...

Posted: Sun Oct 07, 2007 18:22
by BlazingPhoenix
Heh, it's like a museum!

Posted: Fri Oct 12, 2007 3:12
by Aya Reiko
Enjay wrote:For anyone who might be interested, I just recorded a quick(ish) runthrough of a test map that has all the Doom items in it using Risen3D and my current model setup. It'll give people an idea of what the models look like. These are the models I got from the Risen3D site and are mainly in the DMD format.

Oh, and for some reason, FRAPS was making the controls quite unresponsive which explains the clumsy gameplay. :P

http://uk.youtube.com/watch?v=4dNkfCJ96PA 6 minutes 15 seconds
I'm kinda meh on the creature models. They seem rather blocky and their animations look very stiff. And I don't like the rotating items, just seems out of place for Doom (especially since some creatures drop weapons). I rather have them remain static instead.

Looking at the jDRP models, junk the Risen3D models. The jDRP models are infinitely superior. (I just hope they're compatible with GZDoom.)

Posted: Sat Nov 17, 2007 18:03
by Enjay
If anyone is still interested in converting DMDs to MD2s, this tool does it:

http://tinyurl.com/2shsnn (sourceforge DL link for md2tool)

Posted: Sat Nov 17, 2007 19:00
by Nash
I don't have time to check the program at the moment, but if I'm not mistaken, md2tool is an MD2 -> DMD converter, and isn't reversible.

Correct me if I'm wrong though.