a couple of model questions

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
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

a couple of model questions

Post by Cyrez »

first off hello to everyone, and my apologies for the lack of updates on my REUC project. down side of being ion the military is i have little to no free time :cry:

anyway i have spent the last week reading through the GZdoom and Zdoom forums as well as the wiki and have updated my software and maps to the latest version. I have also downloaded pauls example wad and studied it closly aswell but to my dismay nither his example or my own atempts show up in GZdoom :(

any help here would be great

I am running GZdoom 1.0.16.226 which is the latest AFAIK.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

First off, hello. :)

Second of all, looking forward to your project. Biohazard franchise ranks high in my list of vane pleasures.

Now business,
1.Do the models have uv maps and their skins done? Have you exported them properly?
2.Are they properly configured with modeldef? Show me your modeldef.
3.Are their actors properly done in Decorate? Show me your decorate. (model and actor names must match)
4.Does Gzdoom puke any info in the console? (like models/pickups/medkit.md3 not found or similair?)
User avatar
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

Post by Cyrez »

Paul wrote:First off, hello. :)

Second of all, looking forward to your project. Biohazard franchise ranks high in my list of vane pleasures.

Now business,
1.Do the models have uv maps and their skins done? Have you exported them properly?
2.Are they properly configured with modeldef? Show me your modeldef.
3.Are their actors properly done in Decorate? Show me your decorate. (model and actor names must match)
4.Does Gzdoom puke any info in the console? (like models/pickups/medkit.md3 not found or similair?)
1 yes both uv maps and skin are complete. as for exported properly that may be my problem. i used milkshape3d for these because it works great for creating low poly meshes. the down side is to export a md3 i have to first export a qc file, (quake plugin) and md2 will not export at all.

2, 3 yes and yes

4 not a thing, however i did notice it loads the wad but does not mention loading the zip.

but even the example you posted in another topic loads wierd, it loads up as a sprite, not a 3d mesh. I am sure i am doing somthing wrong here just darned if i no what it is, lol
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Are you using Open GL rendering? Models aren't supported in Software mode ;)
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Just for your information, if you want to export to MD2, go to the folder in which Milkshape 3D is installed. You'll see a file named md2.qc.

Copy that file into the same folder as your model. If you need to, edit the QC file to name your MD2's frames. Then you'll be able to export as MD2.

Though if you ask me, you're better off using the MD3 format anyway.
User avatar
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

Post by Cyrez »

@Paul yes i am
@Nash cool, thanks for the info 8) but i agree with md3 use.

alass i still canot manage to get a single model to actualy load :evil:
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Hmmm. That's odd...

Download these and tell me if the model loads for you?

http://nash.wanzafran.com/modeltest.zip

http://nash.wanzafran.com/2modelsmap.zip

(Just download these ZIP files and directly drag and drop them onto GZDoom.exe - don't extract them!)

I'm using the latest version of GZDoom, which is 1.0.16. Works for me.
User avatar
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

Post by Cyrez »

Thanks alot Nash both those worked perfectly. turns out mine were not loading due to the fact i was using a old launcher. old habits hehe.


[edit] btw you might consider ading one or both of those files to your post in the documentation thread 8) [/edit]
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Good idea, but I actually want to redo the docs because there's a ton of wrong information in there.

Once I get around to updating the docs, I'll add example files as well.
User avatar
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

Post by Cyrez »

Nash if you get a few free min, could you look this over for me. i have went through it many times and can not find anything wrong with it. when i try to load it up i get this error

Failed to allocate -1 bytes from process heap :x

the startup launcher lists no errors as you can see here

[spoiler]OS: Windows XP 5.1 (Build 2600)
Service Pack 2
adding D:/DoomE/gzdoom.pk3
adding D:/DoomE/doom2.wad (2919 lumps)
adding D:/DoomE/pallette.zip
adding D:/DoomE/pallette.zip:map01.wad (16 lumps)
CPU Speed: 1607.832595 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Sempron(tm) Processor 2800+
Family 15 (15), Model 44, Stepping 2
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6200/AGP/SSE2/3DNOW!
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_clear_tag GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1024 x 768
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)



MAP01 - entryway[/spoiler]


any help on this would be a large help :?
Attachments
pallette.zip
(156.07 KiB) Downloaded 65 times
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Cyrez, same problem here.

I have no idea why it isn't working. =/

Graf... what does the error mean?
User avatar
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

Post by Cyrez »

very odd, after many hours of cussing my models i tried somthing new. i selected all and regrouped them into a single object and reexported the md3. it now loads fine. :?

has anyone else got a md3 to work that had more than one object ??
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

You're right. This might be a bug.

http://nash.wanzafran.com/modeltest-group-bug.zip

This is the same file as the above (the one with the Cacodemon smiley thing), but I split the object into two groups.

GZDoom crashes.

I'll add a bug report now...
User avatar
Cyrez
Posts: 45
Joined: Sun Sep 18, 2005 4:05
Location: Missouri
Contact:

Post by Cyrez »

I see, thought maybe it was just me, lol
Thanks for the help Nash :)
User avatar
chaoscentral
Posts: 113
Joined: Tue Aug 30, 2005 14:08
Location: E1M1
Contact:

Post by chaoscentral »

So thats why my weapon models dont work in GZDoom... I thought It was something stupid in exporting the MD3
Locked

Return to “GZDoom”