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smite-meister
December 28th, 2006, 05:00 AM
Holidays are a great time for getting things done *party*
Here's a current screenshot (http://users.tkk.fi/~vberghol/doom/Legacy_MD3.jpeg) (SVN revision 408). Only works in OpenGL, though :D

Osiris's_Legacy
December 28th, 2006, 06:40 AM
Whoa that looks cool. Are there any other monsters in 3D?

Keep up the awesome work, can't wait for the new legacy.

smite-meister
December 28th, 2006, 10:00 AM
Whoa that looks cool. Are there any other monsters in 3D?
Any mapthing can be represented either using sprites or an MD3 model.
I haven't yet decided how to tell the engine which things should use which presentation. DECORATE could be an option.
And the imp sure isn't mine:), it's a player model for Quake 3 I picked up someplace.

MR_ROCKET
December 28th, 2006, 10:07 AM
Holy Cow Smite, I wasn't expecting models so soon!
Hows the updated updates of Legacy 2 running right now anyhows, good?

We'r gonna have some fun when you finish plugging that netcode in too :P
But for now, we let you continue to tease us with MD3's :D

Jaquboss
December 28th, 2006, 12:30 PM
it's a player model for Quake 3 I picked up someplace.
that could explain the weird pose
anyway are they lit? do they interpolate poses between single frames? these are IMO much more important than if they are MD2 or MD3
also wondering if there is still that funny bug where corpses were rotated to attackers until you respawned, that was pretty funny with old md2 support :)
anyway is there anyone who is going to make a modelpack for legacy ?

smite-meister
December 28th, 2006, 04:26 PM
that could explain the weird pose
anyway are they lit? do they interpolate poses between single frames? these are IMO much more important than if they are MD2 or MD3

Yeah, it's supposed to be holding a gun.
The models are lit uniformly by the sector lights and they are interpolated.
The MD3 animation sequences are integrated to the Doom mapthing AI so that you don't have to define any mobjstate-to-animationframe mapping for the models, which is a pain in the ass. It actually works pretty well, but still needs some tweaking.

also wondering if there is still that funny bug where corpses were rotated to attackers until you respawned, that was pretty funny with old md2 support :)
anyway is there anyone who is going to make a modelpack for legacy ?
No, the MD3 code is entirely new. I adapted it from an MD3 viewer app I wrote few years back. As for the modelpack, are there any takers? ;)

Planky
December 28th, 2006, 11:38 PM
Why not use the modelpack from jDoom?

PumpkinSmasher
December 28th, 2006, 11:44 PM
OMG!!! PLANKY posted for the first time in overz a month!

MR_ROCKET
December 29th, 2006, 03:55 AM
Jdoom's models could be testable for MD2, but I don't know if there are any MD3 models for Jdoom.

CrazedImp
December 29th, 2006, 06:12 AM
You can always use the Doom guys MD3 model from Quake3 to test it out, so long as its just a test and your not including it with official models. :p

As to using jDoom's MD2 models, i'm sure it would be possible to convert them to work with Legacy (Doomsday uses DMD for some models). All a matter of getting permission from Dani to use them. But since Legacy seems to be using MD3 it would be better to create from scratch. I'd help out, but I dont know how. Guess I could go learn. :p

Danimetal
December 29th, 2006, 08:44 AM
Yeah, it's supposed to be holding a gun.

I though it was rapping at the player :).

Very nice look and work :). Loving it!.

MR_ROCKET
December 29th, 2006, 10:29 AM
Yes definitely good work, I managed to take a look at the model animation deriving from where the screenie's hosted :D looks like a lot of frames to mess with. which is well good :D
There's also this thread where I asked Sitter's if he could make some non-animated models for me :P http://forums.newdoom.com/showthread.php?t=31716
They are just very basic low poly models, even though my blue prints told the model author "Sitters", exactly what I wanted. As well as, it was a little learning experience an stuff etc. I had to do some research as well, and they turned out pretty good for a 1 page topic lol.
Purpose in Doom, tested in Quake3.

Is there any sort of MD2 to MD3 converter?

Danimetal
December 29th, 2006, 10:41 AM
http://www.dukespana.com/load.php?id=21

Don´t ask me what these blender plugins are... I think that Blender will allow you to make models and these plugins will grant you the possibility to export them to md2 or md3.

MR_ROCKET
December 29th, 2006, 11:10 AM
Yeah when I was messing with the model stuff, I had to download Milkshape and a 3dmax trial just so I could see hands on what the deal was with the control file output before telling quake3 what to do with it. I was check'n out a few plug-in's but didn't get around to testing them out. Now my 3dmax trial is expired lol. But yeah, I bet one of the experienced model author's we have floating around here would know what to do, or if it's doable.

Devan
December 29th, 2006, 11:14 AM
Is there any sort of MD2 to MD3 converter?
http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip . Do you talk about something like this?

MR_ROCKET
December 29th, 2006, 01:04 PM
Something like that, I checked it out it's actually called NPherno's MD3 compiler. Something like this might be useful for converting Quake2 models to MD3, if someone was to make a q2 tc for legacy or something heh, on that topic, is converting models like this actually legal? I mean would id software be like what the hell are you doing with our q2 models?, If you see what I mean. Anyways I was able to import the q2 bfg.md2 and export it in .md3 format without the texture skin with the utility. I haven't tried the Jdoom models, I think Dani J666 should have a say in that though heh.

For the record, it would be for testing purposes only, because it wouldn't make sense to have a Jdoom resource pack for Legacy 2 heh. at that, all the authors of the jdrp made them for doomsday not legacy. So again, for testing only, which the way I see it should requires an OK from the authors..
And um, we definitely don't want any pissed off modler's cuz they be pack'n chainsaws..

g6672D
December 29th, 2006, 05:07 PM
Yeah. Lovely 3D Chainsaws... Not those crummy Sprites that OldDoom had. Wowsers to the MD3 addition. ;)

DaniJ
December 29th, 2006, 06:37 PM
Looking good smite.

With regard to jDRP, I'll say the same as I did to the GZdoom crew:

My original goal was to create a resource pack which could be used by all ports. If it is possible to modify the pack and/or Legacy 2 to use the pack then I would be interested in doing so.

I'm not keen on maintaining a separate, Legacy-specific version of jDRP.

Danimetal
December 29th, 2006, 06:41 PM
My original goal was to create a resource pack which could be used by all ports. If it is possible to modify the pack and/or Legacy 2 to use the pack then I would be interested in doing so.
Wise words, I´d say... You worked pulling it together and everyone using it should be respectful to that fact and to your wishes regarding the pack - now that was a nice tonguetwister!!.

Anyway, arranging some true Legacy support (not compatibility :P) would require some copyright stuff changed like:

You may NOT use ANY part of the jDRP, either in part or in full, for any purpose other than with jDoom. You may NOT redistribute, repackage or publish any part of the jDRP 1.1 ALPHA, without prior approval from the current jDRP maintainer (Dani J). You may NOT use any part of the jDRP 1.1 Alpha as a base for other work.
Nothing big, as you maintain it :).

I encourage discussing the possibilities with Smite-Meister if the Legacy team is interested.

MR_ROCKET
December 30th, 2006, 12:19 AM
Ah ok I was thinking they were jdoom specific, thanks for the correction Danij ;)
Yeah I wouldn't expect you to have to maintain your models for legacy2, maintaining 1 would be enough for 2 people to begin with heh.
Maybe there could be separate downloads, basically leaving them the same other than the name of the pack being community build, JDCB or something with the modified readme like above. From that point it would be converting and hosting them somewhere if everything goes smooth with that.
DooMAD comes to mind for hosting, but I donno if he's got the room or would want to yet? qew

Anyway's it would be so neat to be able to load the whole model pack up in legacy still being at an early stage.

hmm
December 30th, 2006, 03:32 AM
No chance someone can compile the svn source for win32 - hows gl progress coming along? BTW whos maintaing the legacy website, I keep on looking for a link to the wiki in the left pane...

DooMAD
December 30th, 2006, 09:42 AM
Maybe there could be separate downloads, basically leaving them the same other than the name of the pack being community build, JDCB or something with the modified readme like above. From that point it would be converting and hosting them somewhere if everything goes smooth with that.
DooMAD comes to mind for hosting, but I donno if he's got the room or would want to yet?
I guess it depends how large the file is, assuming we need a seperate one.

smite-meister
December 30th, 2006, 10:26 AM
No chance someone can compile the svn source for win32 - hows gl progress coming along?
If you want to test MD3s, you'll have to wait a bit more. Currently there is no good way of defining which mapthings are to be represented using which models.
The imp demo is hardcoded.

Jaquboss
December 30th, 2006, 10:49 AM
The models are lit uniformly by the sector lights
aw, i think they should be lit by point light, otherwise they will look weird
i suppose it should take sector lighting as ambient plus one light from above to be shaded
anyway great job, hope there will be some pack soon
also it will hopefuly enhance skin support, however i can see problems of having skins without models, and worse, models without sprites ( then it would be probably easy to just display marine.. )

MR_ROCKET
December 30th, 2006, 01:18 PM
I guess it depends how large the file is, assuming we need a seperate one.
Yeah, and also depending which model pack version gets used and possible different texture format, types and compression method. probably around 10-20 megs though.

Even though, like smite says, it will be a bit before all those models are suited with name orientation and animation scripts and what-nots, shader scripts. It doesn't hurt to get things like this prep'd and ready so when they are ready, there could be a place to put them.- well if you want anyways ;)
The Legacy site would be the ideal place to host them, but we all know how often things go on over there :D

Exl
January 3rd, 2007, 11:25 AM
A question smitemeister; what GCC version are you using? It fails to generate a proper dependency file on 3.4.2.

smite-meister
January 3rd, 2007, 04:05 PM
$ gcc --version
gcc (GCC) 4.1.2 20060928 (prerelease) (Ubuntu 4.1.1-13ubuntu5)
The dependency-file-building failure seems strange, it should be standard preprocessor stuff.
You can always do without the dependency files, just do a "make clean" first and rebuild everything.

xbolt
January 5th, 2007, 12:18 AM
WOW! 3D models and basic DECORATE support in the same week!

Nice, guys! Keep it up! *thumbs*

Devan
January 23rd, 2007, 01:12 PM
I want to see really visible progress :) How many percent of legacy2 have been done? Sorry if my question is stupid :)

Aliotroph?
January 24th, 2007, 03:24 AM
Can you even define software projects in terms of percent? No matter how far you get with one there's always something more to add.

chippo
January 24th, 2007, 03:34 AM
Can you even define software projects in terms of percent?

My thoughts exactly. I felt like answering: "Well, I have a lot of fun killing beasts with legacy-2, so it's 100% done."

jester
January 24th, 2007, 04:47 AM
That screenshot looks awesome. Looks better than I remember Doomsday looking. Although maybe they've changed it since then. I wouldn't know since my bloody PC has broken. I remember their 3d monsters used to seem kind of slow motion.

smite-meister
January 24th, 2007, 07:04 AM
That screenshot looks awesome. Looks better than I remember Doomsday looking. Although maybe they've changed it since then. I wouldn't know since my bloody PC has broken. I remember their 3d monsters used to seem kind of slow motion.
Doomsday uses (or at least used to use) MD2 models with model animation frames tied to mobj states, which can produce a somewhat unnatural appearance, compared to letting the model animations run at their native speed and interpolating between frames. Of course we still have to work on the lighting etc.

Rellik_jmd
January 27th, 2007, 01:14 PM
A nice looking screenshot but I feel your progress is still inadequate for my needs. When I return in a month or two I should find that model, decorate, multiplayer and hi-res texture support is complete, as well as a full set of models and a new 32 level mod to play, or I assure you drastic measures shall be taken.

That is all.

*cracks whip*

I'll peek back here in a week or two, see how things are going. Awesome work!