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md5 to md2
Posted: Fri Jun 15, 2007 17:18
by ChupaReaper
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.
Posted: Fri Jun 15, 2007 17:39
by KeksDose
Welcome to DRD first.
With the models I can't help you, you could ask some experts around here.
To have a MP3 in the WAD, go into XWE or your favorite WAD Editor and click (in XWE for example) on "Load". This will load your MP3, now just rename it to replace the desired track. Hope it helps =D
Posted: Fri Jun 15, 2007 18:12
by ChupaReaper
Thanks for the welcome and the music works fine, they should make a TITLEDEF or something...
Posted: Fri Jun 15, 2007 18:18
by KeksDose
That's what the Suggestion Forum is for, actually, TITLEDEF would be nice, but you can make your own title screens by making a TITLEMAP map, the map will be opened from start and acts like a title screen, and with some clever scripting, you can add music and animations (frame by frame). =D
Posted: Fri Jun 15, 2007 20:37
by Nash
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...

)
Posted: Fri Jun 15, 2007 20:40
by KeksDose
Heh, the 3D expert speaks =D But I actually used MD2 xD *Hides behind a really big mountain* What's actually better about MD3?
Posted: Sat Jun 16, 2007 13:48
by ChupaReaper
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.
Posted: Sat Jun 16, 2007 14:08
by KeksDose
Yep, better Model support will be a bit hard for Graf, he doesn't know much about 3D, so it will be a long time. And I can help you with the Titlemap

You must have sectors and player starts in your Titlemap, did you do that?
Posted: Sat Jun 16, 2007 23:22
by ChupaReaper
Yea, I made up a proper map in Doom Builder for the TITLEMAP, but when GZDoom tries to load up it freezes up, but it might be because I haven't put it in MAPINFO.
Posted: Sun Jun 17, 2007 1:26
by KeksDose
Hmm, that's weird. Actually, they always work for me without MAPINFO. Maybe there is something wrong with GZDoom, I never really created TITLEMAPs since the last release. I test it to see what's wrong.
Posted: Sun Jun 17, 2007 20:25
by Nash
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...
Posted: Sun Jun 17, 2007 20:48
by KeksDose
Affirmative, thanks Nash. =D
Posted: Mon Jun 18, 2007 11:02
by ChupaReaper
I would of given up on the md5 to md2 stuff but someones done it before and got the doom3 imp on doomsday (as an md2 tho) with its origional animation, so it can be done.
Is there a way to mixed seperate .objs into one md2 using each obj as a frame?
Posted: Mon Jun 18, 2007 21:23
by Nash
Interesting. Why don't you ask on the Doomsday forum how was the conversion done?
Regarding your question - I don't understand. What are you trying to do?
Posted: Mon Jun 18, 2007 23:10
by ChupaReaper
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!..