GZDoom supports models...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Skunk
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GZDoom supports models...

Post by Skunk »

...so have any model packs been released yet?
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Nash
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Post by Nash »

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.
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Boingo the Clown
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Post by Boingo the Clown »

Question: Is there any kind of program available that will convert a model made with a normal 3D program in to an MD2?

If the item has only one frame (i.e. a statue), would it not be possible to make an MD2 out of it?
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Post by Nash »

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.
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Boingo the Clown
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Post by Boingo the Clown »

How about OBJ?
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Post by Nash »

What modelling program are you using? You'd have to import the OBJ model into your modeller first. Then your modeller must be able to export it as an MD2 or MD3.

(I really recommend against using MD2s. MD3s are a better choice)
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Boingo the Clown
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Post by Boingo the Clown »

Probably just Anim8or, then using UV Mapper to try and get the textures to fit.

If MD3 support is available, I will definately go for that.
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Post by Nash »

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. :P

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.
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Boingo the Clown
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Post by Boingo the Clown »

I have an ancient copy of Blender too, but I am not good at using it.
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Post by Zeg-Vok »

Theres always Milkshape if your willing to spend a couple of bucks/Euros/Other form of currency
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Post by Boingo the Clown »

I tired the trial version, and didn't like it. I would rather just use a regular 3D program, and convert over.
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Post by Nash »

But the nice thing about Milkshape is that you have modelling and animation tools, and an MD3 exporter that integrates seemlessly into it in one program.
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Post by Boingo the Clown »

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?
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Post by Nash »

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.
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Post by Cutmanmike »

Milkshape also imports a ton of stuff, including OBJ
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