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Model questions

Posted: Sun Dec 11, 2005 20:12
by justin023
I have a couple questions about models:

1. What lump are the model definitions supposed to go into (already tried decorate)?

2. How does the model definition tie in with decorate? Would the defined sprite-frame (Sprite Q2CRA Frame "5") be used in decorate like a normal sprite (Q2CR A -1)?

Posted: Sun Dec 11, 2005 20:29
by NecroMage
I do not think that they are supported yet. I just checked the change log and graf made no mention so idk think it is done.

Posted: Sun Dec 11, 2005 20:42
by justin023
the changelog wrote:- Added first stage of model support: Assignment to sprite frames
I'm confused. :banghead: Since there is .zip support now, I assumed there was also some basic model support

Posted: Sun Dec 11, 2005 21:00
by NecroMage
justin023 wrote:
the changelog wrote:- Added first stage of model support: Assignment to sprite frames
I'm confused. :banghead: Since there is .zip support now, I assumed there was also some basic model support
Hmmm, I missed that but it is still just the first stage. Will Graf plz tell us what he did!

Posted: Sun Dec 11, 2005 22:27
by chaoscentral
yea, i didnt even know there was a new gzdoom out until I had to redownload it...

Posted: Sun Dec 11, 2005 23:20
by Graf Zahl
It has yet to be documented. Right now I am busy with other things but if it helps, here's a demo lump. It has to be named MODELDEF:

Code: Select all

Model SteelCrate
{
	Path "Models/Crate"
	Model 0 "Steelc.md2"
	Skin 0 "Steelc.png"

	Frame COL1 A 0 "frame01"
}

Model SteelTransport1
{
	Path "Models/Transport2"
	Model 0 "Steelt2.md2"
	Skin 0 "Steelt2.png"

	FrameIndex COL2 A 0 0
}

Model SteelTransport2
{
	Path "Models/Transport1"
	Model 0 "Steelt1.md2"
	Skin 0 "Steelt1.png"

	FrameIndex COL3 A 0 0
}

Model SteelTransport3
{
	Path "Models/Transport3"
	Model 0 "Steelt3.md2"
	Skin 0 "Steelt3.png"

	FrameIndex COL4 A 0 0
}

All paths are absolute paths in the .zip being loaded.

Posted: Mon Dec 12, 2005 1:05
by justin023
I must be an idiot because I can't get it to work. I tried a few different things in the modeldef and no luck. This .zip crashes gzdoom. Can someone tell me what I am doing wrong?

Posted: Mon Dec 12, 2005 1:38
by Graf Zahl
Maybe it's the backslash. Paths inside ZIPs are always using forward slashes and I am not attempting any conversion.

Posted: Mon Dec 12, 2005 2:59
by chaoscentral
I also noticed something with the zips... whenever i drag and drop them onto gzdoom they dont work, but when i use command line it works perfectly.

Posted: Mon Dec 12, 2005 3:08
by LK873
Now if I can find an exporter to md2 for Maya 7 I'll be happy.

Posted: Mon Dec 12, 2005 12:21
by justin023
It's not the slash, I still get the same thing

Posted: Mon Dec 12, 2005 12:38
by Graf Zahl
Fixed the crash but you still have to refer to valid actors and sprites to get it to work. Now you get an error message.

Posted: Mon Dec 12, 2005 13:35
by Enjay
chaoscentral wrote:I also noticed something with the zips... whenever i drag and drop them onto gzdoom they dont work, but when i use command line it works perfectly.
Yeah, in the past I've noticed that any file can be added to te command line but anything other than files with a WAD extension (and maybe deh?) will not load when dropped onto the exe. Presumably Graf will want to add drag and drop support for the zip, and maybe pk3, extension now that zips are supported.

Posted: Mon Dec 12, 2005 15:37
by Graf Zahl
I fixed that. I always thought ZDoom would add everything on the command line but it is really selective.

Posted: Mon Dec 12, 2005 17:00
by Enjay
Funny thing is, that it is just an extension check (as far as I can tell). If I make up a file - eg MAPINFO.TXT - and drop it onto Zdoom.exe, it gets ignored. However, if I change the name to have a WAD extension (MAPINFO.WAD in this case) it works even though it's not actually a WAD. I know Zdoom supports any kind of known lump from the command line, and it seems it will also accept any kind of known lump from a drag and drop, but only if you fool it in to trying to load the file by pretending it is a WAD.