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3D models in Vavoom and DoomBuilder - HELP

Tue, 15 Aug 2006 02:05:00

mago

Please, I need to know the proccess of introducing custom made 3d models in Vavoom, and how that's done in the map builder. I'm not talking about replacing existing Things, rather adding totally new, independent 3d models in a map (like a house for example), and how that is done in DB also (special things, or how to import, etc., how can I set height, placement, etc.). Sorry to be so abrupt about it, it's just a quick test I would like to do (seeing how a landscape md2 mesh acts in Vavoom, how easy it is to place them or not, this kind of thing) - trust me, without any acceleration, a stuffed up HD, low ram and processor, if I can run this, any one can (maybe not a 386...). I'm not breaking new ground here, just doing some mapping tests, really need some help though!!!
Wed, 16 Aug 2006 20:45:16

mago

Some more questions (for Janis or anyone who knows): - All models have the SAME characteristics (polycount, skin types, palette) related to Quake 2 game? - How's it possible to manipulate models once inside the map? By scripts? For example, how could I make an object move from x to y, with a certain speed? I have made some progress with modelling and I have a number of md2 objects I would like to insert on sample levels to make my own experiments, see what they can do in Vavoom...
Wed, 16 Aug 2006 21:35:37

Firebrand

Now that I check more carefully your post Mago, I must say I don't know if a MD2 structure for the map would work as you think, the model in the end would be an object (like any decoration, or enemy), so it would only be a square (with any given radius and height, even when very big), you could walk over/under it without problems, but you would walk along the terrains "slopes", I don't know if implementing this would be easy or not, but for what I can tell it would be a bit difficult (maybe Janis can correct me).
Wed, 16 Aug 2006 23:28:20

mago

Hmmm... I see, then pretty much all models work like a sprite solid rectangle... This is extremly limiting, because things like buildings with interiors or complex vehicles (like a galleon for example) would be impossible to use............ <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> I thought 3d models could provide much more freedom; hopefully Janis can prove us wrong.
Wed, 16 Aug 2006 23:33:42

mago

BTW, could someone PLEASE tell me how to add a new model into a map and run it? It would make it much simpler for me to discover other things by myslef. Although if there's too much LUMP action or other coding I think I might aswel give it up.
Thu, 17 Aug 2006 05:33:06

Crimson Wizard

The only way to place a model on map is to bind it to some object (Actor, Decor etc). Currently it is the only way. Though, probably it may be possible to make special map thing like "Model Placeholder" which sprite/model is specified on the map building stage.
Thu, 17 Aug 2006 17:30:43

mago

Thanks a lot for the explanation Crimson. Yes, I think I understand the point here, after things for stati light and slopes, there's missing an "anchor" thing to position new models on maps... Maybe that could also be a way to interact with the models, by scripting the thing itself (for example, routing the thing on mapspots would make the 3d model move). Guess we'll have to wait for Janis's word then. I'm pretty sure assgning a a custom model to a existant thing is possible, but I guess it'll take some config modifications, no?
Thu, 17 Aug 2006 18:27:12

Crimson Wizard

[quote="mago":3wi3pmps]I'm pretty sure assgning a a custom model to a existant thing is possible, but I guess it'll take some config modifications, no? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Actually you may simply check how models are stored in Korax Arena. Replace one of those with your new model. For example name it barrel.md2 (and barrel.pcx for texture) and place a barrel on map.
Thu, 17 Aug 2006 20:31:10

Alex-bomber_Man

Oh, it's not so easy as C.W. says. Let me tell you how: For examle vavoom on my mashine is in the D:\mygamz\vavoom121 full path to model skin is D:\mygamz\vavoom121\basev\doom\models\weapons\g_chain.pcx So in options in Q2model_editor, in game folder config. i'm putting that: D:\mygamz\vavoom121\basev\doom And when saving model, i'm writing in path_to skin this: models\weapons\g_chain.pcx In any another way model will not find skin while running game. Let it be an axample for you.
Thu, 17 Aug 2006 20:33:49

Alex-bomber_Man

Oh, just forgot to say - only Q2model editor can make that, any other program is not for that. Yopu may make in 3D studio max, but then export to 3ds and in model editor import that 3ds files. Good luck!
Sun, 20 Aug 2006 02:37:07

mago

Thanks for the tips Alex. Right now I'm going back to sprites but soon I'll have to get back to you because I would like to know more about 3d models. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 20 Aug 2006 15:06:08

Alex-bomber_Man

Ofcourse, Mago, in any time <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->

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