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KoraxMod models

Sat, 15 Aug 2009 12:25:14

Ankoctoaragons

Hi, I am here to make a question about korax mod 3D models. How I can insert more 3D models in the game?(I already have then)
Sat, 15 Aug 2009 17:15:01

Ankoctoaragons

So, 4 views and 0 replies <!-- s:? --><img src="{SMILIES_PATH}/orchmm.gif" alt=":?" title="Confused" /><!-- s:? --> <!-- s:evil: --><img src="{SMILIES_PATH}/orcevil.gif" alt=":evil:" title="Evil or Very Mad" /><!-- s:evil: --> <!-- sorcspash --><img src="{SMILIES_PATH}/orcspash.gif" alt="orcspash" title="orcspash" /><!-- sorcspash --> I really need help please someone tell me <!-- sorcspash --><img src="{SMILIES_PATH}/orcspash.gif" alt="orcspash" title="orcspash" /><!-- sorcspash -->
Mon, 17 Aug 2009 16:59:24

Firebrand

Patience is a virtue my friend! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> To add new models for KMOD you have to edit ModelDef.txt, the syntax is simple enough:
*MAN1
(offset:30)
0 md2/i_bmana.MD2 idle
1 : idle
2 : idle
3 : idle
4 : idle
5 : idle
6 : idle
7 : idle
8 : idle
In this particular case the first line MUST have an * on it followed by the name of the sprites it will replace as EXACTLY used in the wad file, so it must be all capital letters <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. The second line is where the model is located on, 0 represents that it's the model definition, if you put anything different it would be to use a single frame from other model, which is not the case.... in this case it's inside a 'md2' subdirectory in the same directory where KMOD.exe is located, then comes the name of the MD2 file, finally the 'idle' keyword is used to describe an object that is not going to move from it's current place, I don't recall why this must be specified thought... Then comes the frames definition, IIRC, they will be automatically mapped to the sprite frame they represent, again, 'idle' must be specified for inert map things. OK some more properties available for models: under the first line of the model definition the following properties can be defined: [list:2o0rjxl6](offset: xxx) - Indicates an offset for the model in case it's origin isn't set correctly ingame. (scale: from 0.1 to 1.0) - scale the model will use. (height: xx) - Vertical offset for the model's origin.[/list:u:2o0rjxl6] Other properties for models: [list:2o0rjxl6]bright - Indicates the model will be fully bright. shadow1 - Gives 0.3 of transparency. shadow2 - Gives 0.6 (less) transparency. brightshadow - Gives 0.8 of transparency and makes it additive (like the projectiles in newer sourceports). autoscale - Scales the model to the same height of the sprite, I'm not sure, but I think this one had a bug. spin - Makes model to automatically spin 360 degrees (like items in quake). movpitch - Makes the model to pitch rotate when launched with vertical speed (for projectiles mostly).[/list:u:2o0rjxl6][list:2o0rjxl6][/list:u:2o0rjxl6] Finally, some more notes on MD2 support, it's limited to a certain number of triangles for models, so some newer models (for example the latest ones for Doomsday) can't be used because they exceed the triangle number. There might be useable ones thought. Second, submodel support was never added to KMOD, so if you want to have things like a transparent sphere with something inside it, it's not possible... and third, the skins MUST be in PCX format, yes, I know, pretty ancient stuff, but that's how things work <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. Hope this helps you out.
Mon, 17 Aug 2009 20:27:35

Ankoctoaragons

thank you helped me so much, but in the future you plan to add more models to Kmod? and the project is runing good? you havwe a new notice of it?
Tue, 18 Aug 2009 03:11:09

Firebrand

Nope, we don't have plans to add anything else to KMOD. We are working on a small patch to fix the most serious bugs in KMOD 3, but it will stay in beta stage, we don't plan to develop this project anymore. Instead, we'll focus our efforts in Korax Arena and in Scattered Evil <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Thanks for the interest thought! We don't have any ETA on the next KMOD patch, but it's not too far away <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 23 Aug 2009 02:55:20

Dancso

[quote="Firebrand":1k88iooe]Nope, we don't have plans to add anything else to KMOD. We are working on a small patch to fix the most serious bugs in KMOD 3, but it will stay in beta stage, we don't plan to develop this project anymore. Instead, we'll focus our efforts in Korax Arena and in Scattered Evil <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Thanks for the interest thought! We don't have any ETA on the next KMOD patch, but it's not too far away <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. Wait a second.... Will Scattered evil fully work with individual maps/mapsets/hubs? It is a must have.
Sun, 23 Aug 2009 14:57:29

Firebrand

I agree completely, but you are forgetting SE won't be based on KMOD, but Vavoom engine <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.

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