GZDoom supports models...
Moderator: Graf Zahl
- Skunk
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GZDoom supports models...
...so have any model packs been released yet?
- Nash
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Not yet. The current model implementation is far too limited to even begin modelling yet.
Problems include:
1) Normals on the models are totally ignored; they are lit globally like sprites instead of per vertex (or per pixel >;D).
2) Based on sprite frame replacing. Not very robust, and a nightmare to work with if you want long animations. Once custom state labels are implemented into ZDoom, there will be a better way to define model animations (definitely beats sprite frame replacing).
3) No frame interpolation. Even if you attempted to create an animation with the current implementation, the animation will just look choppy (like DOS Quake 1).
Currently, models are only good for static decorations, but even then they don't really look convincing because of the lighting problem.
Problems include:
1) Normals on the models are totally ignored; they are lit globally like sprites instead of per vertex (or per pixel >;D).
2) Based on sprite frame replacing. Not very robust, and a nightmare to work with if you want long animations. Once custom state labels are implemented into ZDoom, there will be a better way to define model animations (definitely beats sprite frame replacing).
3) No frame interpolation. Even if you attempted to create an animation with the current implementation, the animation will just look choppy (like DOS Quake 1).
Currently, models are only good for static decorations, but even then they don't really look convincing because of the lighting problem.
- Boingo the Clown
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- Nash
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First question: Depends on what format you want to convert from. As far as MAX goes, you're out of luck because the only MD2 exporter for MAX that is available at this current point in time only works for MAX R8, and it's not freeware either (what the hell is the author thinking, selling an exporter for a swimmy and obsolete model format!?!?). As for other programs... as I said, it depends. You'll have to search for an MD2 exporter for the program.
MD2 is a very crappy format so I'm not surprised if you have a hard time finding an exporter for it.
Second question: Yes. Easy enough. You just need a working MD2 exporter.
MD2 is a very crappy format so I'm not surprised if you have a hard time finding an exporter for it.
Second question: Yes. Easy enough. You just need a working MD2 exporter.
- Boingo the Clown
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- Nash
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- Boingo the Clown
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- Nash
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Well you're out of luck, because Anim8or does not export to MD2 or MD3. It only exports to OBJ.
Apparently the next version of Anim8or will feature user-scripted plugin support or something like that but it looks like it's taking forever for the next version to come out. If that ever comes out, then just cross your fingers someone will write an MD2/MD3 exporter for it.
I'd suggest you try Blender. The learning curve is a little high, but no more complex than the effort you took to learn Anim8or. It has built-in animation and UV mapping tools, and has an MD3 exporter.
EDIT: Ah, after what seemed like forever, it looks like anim8or 0.95 was finally released earlier this month. You should post over at the anim8or forums requesting an MD3 exporter.
Apparently the next version of Anim8or will feature user-scripted plugin support or something like that but it looks like it's taking forever for the next version to come out. If that ever comes out, then just cross your fingers someone will write an MD2/MD3 exporter for it.

I'd suggest you try Blender. The learning curve is a little high, but no more complex than the effort you took to learn Anim8or. It has built-in animation and UV mapping tools, and has an MD3 exporter.
EDIT: Ah, after what seemed like forever, it looks like anim8or 0.95 was finally released earlier this month. You should post over at the anim8or forums requesting an MD3 exporter.
- Boingo the Clown
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- Boingo the Clown
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- Nash
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- Boingo the Clown
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True, but I found I could not get a good UV map, which made textures almost impossible for me.
The good news is that I currently only want models for scenery, so I would only need static models without animation.
For example: I need an MD3 of a wooden barrel for DeiMWolf, because sectors do not work with the barrel's rounded shape. Let's say that I modeled a barrel in a 3D program (i.e. Anim8or or Blender), then exported it as an OBJ file, then I used UV Mapper to set up the UV map to make it easier for me to paint the texture, then brought it in to Blender, added the texture, then exported the thing as an MD3 with only one frame. Would that work?
The good news is that I currently only want models for scenery, so I would only need static models without animation.
For example: I need an MD3 of a wooden barrel for DeiMWolf, because sectors do not work with the barrel's rounded shape. Let's say that I modeled a barrel in a 3D program (i.e. Anim8or or Blender), then exported it as an OBJ file, then I used UV Mapper to set up the UV map to make it easier for me to paint the texture, then brought it in to Blender, added the texture, then exported the thing as an MD3 with only one frame. Would that work?
- Nash
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Ah well Milkshape's UV tool is crap, I just use LithUnwrap to UV map my stuff anyway.
As for your question: Yes, that would work. Though if you want to save the additional steps, you should just narrow it all down to one program; model, UV map and export with Blender. It'll save you a lot of time in the long run.
As for your question: Yes, that would work. Though if you want to save the additional steps, you should just narrow it all down to one program; model, UV map and export with Blender. It'll save you a lot of time in the long run.
- Cutmanmike
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