[fixed]MD2s appear mirrored in GZDoom
Moderator: Graf Zahl
- Nash
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[fixed]MD2s appear mirrored in GZDoom
This is very annoying and I hope it is fixable.
Models are always mirrored when they are imported into GZDoom.
It's not just the model - even the skin is mirorred so it's hard to fix for me.
The problem is - they appear correct in the 3-d model editors I've used (Anim8or, qME, Q2 Modeller).
When brought into GZDoom, not only the geometry is mirrored - even the skin itself.
Check out this test model. I even bothered to take the trouble to setup this ZIP so all you have to do is drag and drop fridgetest1.zip into GZDoom.exe and ]summon fridge1.
Nevermind about the model angle being incosistent with the actual sprite. The fact of the matter is that everything is mirrored. :/
Try load the model into any model editor. When you are looking directly in front of the fridge, the door is supposed to be to the left of the screen.
Models are always mirrored when they are imported into GZDoom.
It's not just the model - even the skin is mirorred so it's hard to fix for me.
The problem is - they appear correct in the 3-d model editors I've used (Anim8or, qME, Q2 Modeller).
When brought into GZDoom, not only the geometry is mirrored - even the skin itself.
Check out this test model. I even bothered to take the trouble to setup this ZIP so all you have to do is drag and drop fridgetest1.zip into GZDoom.exe and ]summon fridge1.
Nevermind about the model angle being incosistent with the actual sprite. The fact of the matter is that everything is mirrored. :/
Try load the model into any model editor. When you are looking directly in front of the fridge, the door is supposed to be to the left of the screen.
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- fridgetest.zip
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- Nash
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To confirm this, I downloaded the big tree model from the thread http://forum.drdteam.org/viewtopic.php?t=987, fixed the frame name and loaded it into GZDoom.
Took a screenshot of the big tree while running GZDoom, then loaded the MD2 into qME and Q2modeller and compared it to the screenshot. It sure is mirrored alright.
Then exported the MD2 as .3DS using both qME and Q2modeller. And imported the .3DS into various modelling software besides the two I mentioned. They all appear normal - the screenshot I took in GZDoom appears mirrored.
Took a screenshot of the big tree while running GZDoom, then loaded the MD2 into qME and Q2modeller and compared it to the screenshot. It sure is mirrored alright.
Then exported the MD2 as .3DS using both qME and Q2modeller. And imported the .3DS into various modelling software besides the two I mentioned. They all appear normal - the screenshot I took in GZDoom appears mirrored.
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Indeed it does. It simplifies things as we don't need to constantly convert between coordinate spaces all the time (world uses the same inverted space).Apparently Doomsday uses an inverted coordinate system.
That'll teach ya to lift code without checking it fits your preconceived ideas of how it works [/poking_fun]I took the coordinate setup code directly from Doomsday.
I'll let you off though as you're new to models

Last edited by DaniJ on Mon Jan 16, 2006 20:42, edited 3 times in total.
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How true!DaniJ wrote:Indeed it does. It simplifies things as we don't need to constantly convert between coordinate spaces all the time (world uses the same inverted space).

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- Graf Zahl
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I just finished converting the renderer coordinate system so one map unit is one renderer unit and the orientation in the renderer is the same as in the map. I should have done that long ago as this was a constant source for strange errors. And now the Silent Steel models are finally in the exact position they are supposed to!