View Full Version : Model Insertion
PriestlyDeacon
August 26th, 2004, 11:10 AM
I'm hugely new to the forum, but suffice to say that I'm a huge fan of the Doomsday engine and I enjoy mapping. *smirk*
Down to business; I was hoping someone hear would be able to point me to a tutorial on inserting models into the engine, or more specfically a tutorial on DED files. I've read the doc on the format, but I'm still a bit clueless on how to go about the whole thing.
Thanks in advance.
edorien
August 26th, 2004, 11:36 AM
by inserting models do you mean replacing sprites or adding completely new models?
Dani just put up a large amount of information about ded editing on the wiki.
go there.
http://deng.sourceforge.net/cgi-bin/view/Editing/WebHome
lacks info on models though (at present?)
Other than that I don't think there are any tutorials available for ded editing, so the only real suggestion that I can give is to look though the work of others and try and learn by example (and trial and error)
edit : dani's site
http://modelyard.newdoom.com/
helpful info
edit
To replace a sprite.
Header { Version = 6; }
## header block optional v6 assumed if absent (v6 =semi-colon line ends optional)
########========-------- SMALL hell AMMO --------========########
Model {
State = "AMS1_1";
## tells engine to replace sprite with id "AMS1_1"
Scale = 0.25; ## scales model by given value
Md2 { File = "Items/ammo/staff/hellammo1.md2"; };
## md2 command "controls" model ( Sub can be used instead)
## file tells engine where to find md2 file.
## flags may be added before in or outside the md2 command ( inside=that submodel only, outside=entire model)
}
Copy Model { State = "AMS1_2"; } ##repeats same commands for different state (also *Model)
########========-------- HEFTY hell AMMO --------========########
##repeated for large ammo type
Model {
State = "AMS2_1";
Scale = 0.25;
Md2 { File = "Items/ammo/staff/hellammo2.md2"; };
}
Copy Model { State = "AMS2_2"; }
IDs of sprites found in dhx_object_list (download from doomsdayhq)
edit 2
animating a file
Model {
State = "HEADFX1_1"; ## ID for first frame of liche-star projectile
Inter = 0.5; ##
Md2{ File = "Actors/liche/liche-star.md2";
Flags = "df_autoscale"; ##scales to model to same size as the sprite
Frame = "idle01"; ## tells engine which frame of the model to display
};
}
## below tells engine to display next frame, while keeping same state.
*Model {
State = "HEADFX1_1";
Inter = 0;
Md2{ Frame = "idle02";
};
}
first ded file will work in game,
the second is an extract of a much longer piece (lots of frames) will not work.
PriestlyDeacon
August 26th, 2004, 12:21 PM
Perfect. thanks a million, ed.
DaniJ
August 26th, 2004, 12:36 PM
I've now put up some info about models at the wiki. Over time I'm going to try and add as much info to it as I can but at the moment I've basically concentrated on writing up the ded reference which is a guide to the syntax.
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