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LWO Model Support
Posted: Fri Sep 29, 2006 21:30
by J-Dub
There are some good models in Doom 3 but my attempts to convert them to MD2 always results in the model skin being reduced to one pixel

Posted: Sat Sep 30, 2006 9:46
by Nash
How about dumping that piece of crap format MD2 and just use MD3?
There are so many limitations. 2048 polygon limit, 4096 vertex limit, very low resolution vertice coordinates (can you say SWIMMY ANIMATIONS?), low res skins...
Posted: Mon Oct 02, 2006 9:35
by Cutmanmike
You do realise, the doom3 models rely on fancy texturing and sexy bumpmaps to make them look so good? Without them, they look like ass...
Posted: Mon Oct 02, 2006 10:08
by Nash
Not only that, the animation system is complex. You'd have to rig the Doom 3 models into your 3-d program, then find a way to merge all the animations into one file (because IIRC the animations for Doom 3 monsters are stored in separate .md5anim files), then finally export as target morph animation just so GZDoom can read them.
And it will probably look like shit because GZDoom won't animate them as beautiful as Doom 3's bones system will.
Not worth the effort.
If there are any static Doom 3 models that you like, just convert them to MD3! LWO support just for that is not worth it.