md5 to md2
Moderator: Graf Zahl
- ChupaReaper
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md5 to md2
I've tried all sorts of things just to convert an md5 into an md2 with the animation. I now it's possible coz someones done it before, I can get the mesh through but the furthest I've with the animation is in seperate .objs (one obj for each frame).
Blender's md2 export sucks, gMax's is impossible to find, Milkshape wont import any animation and the end of the world is coming!
And while I'm wingin on, how do you change the music thats played at the title screen (into an mp3 not mid)
Any replys will be appriciated.
Blender's md2 export sucks, gMax's is impossible to find, Milkshape wont import any animation and the end of the world is coming!
And while I'm wingin on, how do you change the music thats played at the title screen (into an mp3 not mid)
Any replys will be appriciated.
- KeksDose
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- KeksDose
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- Nash
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You're pretty much out of luck. There's no easy way to convert Doom 3's models and animations into GZDoom's format because they are so different. The best you can do is put together the Doom 3 monster's meshes in your modelling program then re-animate them on your own. Export as MD3 as a single-grouped mesh.
(Rant: WHY oh WHY are people still using MD2!? It's such a crappy and obsolete format. I don't even want to start talking about the swimming vertices. I am tempted to ask Graf to remove MD2 support from GZDoom...
)
(Rant: WHY oh WHY are people still using MD2!? It's such a crappy and obsolete format. I don't even want to start talking about the swimming vertices. I am tempted to ask Graf to remove MD2 support from GZDoom...

- ChupaReaper
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I guess I'm forced to use the animations I made for the Doom 3 Cyberdemon... If you see a big thing dancing in the background firing rockets from god knows where, that'll be it! At least I can get the mesh through.
I prefer md2 to md3 coz I've never got an md3 working and I use Misfit Model which is good for editing quickly.
What would be easier is if Graf put in md5 support! But i doubt that for a loooong time!
I tried making one of those titlemaps but it crashes when I load gzdoom, might need to put it in mapinfo or something.
I prefer md2 to md3 coz I've never got an md3 working and I use Misfit Model which is good for editing quickly.
What would be easier is if Graf put in md5 support! But i doubt that for a loooong time!
I tried making one of those titlemaps but it crashes when I load gzdoom, might need to put it in mapinfo or something.
- KeksDose
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- Nash
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MD2 models store its vertices as single bytes so what that means is the vertices are locked in a 3-D low resolution "grid" -- the result is, as I've said in my previous post (and many others on this forum concerning MD2) the "swimmy" animation that you see in Quake 1 and Quake 2.
Then there are some other small quirks like polygon limit of 4096, vertex limit of 2048, animation frame limit of 512 and although those aren't really big issues, knowing that the limits are rather tight simply makes me not want to use the format.
MD3 is pretty much superior in every way. Too bad GZDoom doesn't support the newer MD3 format that uses skeleton-based animation...
Then there are some other small quirks like polygon limit of 4096, vertex limit of 2048, animation frame limit of 512 and although those aren't really big issues, knowing that the limits are rather tight simply makes me not want to use the format.
MD3 is pretty much superior in every way. Too bad GZDoom doesn't support the newer MD3 format that uses skeleton-based animation...
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- Nash
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- ChupaReaper
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I've joined newdoom coz thats where I found the post on the successful conversion.
What I'm trying to do is merge multiple .objs (wavefront objects) together so that each seperate file is an animation frame... basically, the closest I've got to exporting md5 animation into an md2 or file which I can convert to md2 (obj) is by exporting each frame of the md5's animation as one seperate file (so frame 1 would be saved as cyberdemon001.obj, frame 2 would be cyberdemon002.obj, etc) the problem is, how can I put all of the .objs together as one file?
I could make hundreds of md2s, one being each frame but that would take up loads of memory, time, effort and the modeldef would be huge.
Thtats the best I can put it!..
What I'm trying to do is merge multiple .objs (wavefront objects) together so that each seperate file is an animation frame... basically, the closest I've got to exporting md5 animation into an md2 or file which I can convert to md2 (obj) is by exporting each frame of the md5's animation as one seperate file (so frame 1 would be saved as cyberdemon001.obj, frame 2 would be cyberdemon002.obj, etc) the problem is, how can I put all of the .objs together as one file?
I could make hundreds of md2s, one being each frame but that would take up loads of memory, time, effort and the modeldef would be huge.
Thtats the best I can put it!..