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View Full Version : Question about creation of Md2 3d floors


The Doomer
May 24th, 2004, 01:37 PM
I was just wondering what program is best to use for creating md2 models to use as 3d floors for Doomsday? Thanks.

Hexagon
May 25th, 2004, 03:33 AM
I don't know which one is the best but any modeller with MD2 exporter would works correctly.Personnaly i use Milkshape...

The Doomer
June 1st, 2004, 04:06 PM
When I try to export my model to md2 it says Found vertices with no bone! No animations are exported! What's did I forget to do?

DaniJ
June 1st, 2004, 04:09 PM
I don't know as I've never used that app but you could just create one bone and assign ALL the vertices to it.

The Doomer
June 1st, 2004, 04:39 PM
Exactly how do I go about doing that? What I did was I used the box tool to make a simple box. Then I saved the file and tried to export it to Quake md2 and I got this problem. Sorry but I'm a newb at model editing. :( I'm using Milkshape 3d btw.

KuriKai
June 1st, 2004, 07:27 PM
gmax is much easier to use then milkshape (and free) but i havnt been able to export to md2

Hexagon
June 1st, 2004, 10:42 PM
When I try to export my model to md2 it says Found vertices with no bone! No animations are exported! What's did I forget to do?

You need to create a Joint, after go in select Mode + Vertex, Select All [CTRL+A] and push Assign in the Joint tab.
An help file is avaible on their web site...

The Doomer
June 3rd, 2004, 03:54 PM
Just a quick question. Is it possible to define the length and width of your 3dfloor model in the .ded file seperately? I ask cause I notice that it says in the .ded file Radius = 64. Is it only possible to make square 3d floor objects or is there a way to make them as rectangles?

DaniJ
June 3rd, 2004, 04:12 PM
Well because of the way the collison detection works say for instance you want to make an L-shape pipe you would need to split your pipe into two objects ( the | part and the _ part ). Doing it this way will result in the most accurate collision/hit detection. So if you wanted to make a rectangular floor section you would need two square objects joined together.

For the same reason you can't have a hole in the center of your 3d floor unless you build a ring of squares.

The physical radius and the vissible radius of your THING is two seperate things.

The Doomer
June 3rd, 2004, 05:20 PM
Ok then answer me this question. Can you change the center of your thing in the .ded file so you can have the 3dfloor model hang off the edge of an ajacent floor more?

KuriKai
June 3rd, 2004, 05:27 PM
theres offset e.g
{x = left/right
y = up/down
z = front/back}

(ModelPath "models/ramp/";

Model {
State = "BRAMP";
Scale xyz { .4 .4 .4};
offset xyz {0 0 64} ; <<<<<<<<<<<<<
flags= "df_nomaxz";)

DaniJ
June 3rd, 2004, 05:55 PM
No you can't. You'd have to use the method of building it a support sector first (then dropping the support on map startup) or spawn it on level start up via an XG line.

Metal_Sonic: That would only offset the vissual model and not the objects collision box.

KuriKai
June 3rd, 2004, 06:50 PM
well thats gay :(

DaniJ
June 3rd, 2004, 06:53 PM
Heh.

It's understandable though. If you want your THING somewhere else then you've got to move the physical THING.

If your model is just for some fancy detail (that doesn't need accurate collisions) then Metal_Sonic's method will suffice.

The Doomer
June 3rd, 2004, 08:30 PM
[QUOTE=Dani J666 ]No you can't. You'd have to use the method of building it a support sector first (then dropping the support on map startup)

Can you give me a script example of how to do that Dani? Thanks. ;)

DaniJ
June 3rd, 2004, 08:40 PM
Go HERE (http://forums.newdoom.com/showthread.php?s=&threadid=22116&perpage=20&pagenumber=5) it's quite near the bottom.

Save that into a ded, set your line up in your wad then load both with Doomsday.

The Doomer
June 4th, 2004, 01:43 PM
Oh duh. :p I already saved that bunch of code in a text file heh. Anyways thanks for the help Dani. :)