Quake .mdl
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- Galaxy_Stranger
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Quake .mdl
Somewhere I got it in the back of my head that GZDoom supports Quake .mdl models. That's not right, is it?
- leileilol
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Re: Quake .mdl
That's not right at all. It's also great that it doesn't as the format is a mess.
It supports MD2 which is a more externally-driven stripped cousin of MDL though
It supports MD2 which is a more externally-driven stripped cousin of MDL though
- Zanieon
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Re: Quake .mdl
it supports id Tech 2 (Quake 2) MD2 models and id Tech 3 (Quake 3, RTCW) MD3 models and the doomsday format .DMD
also, .MDL can be anything inside, Quake 1 MDLs have different code than Half Life 1 MDLs and other games as well
also, .MDL can be anything inside, Quake 1 MDLs have different code than Half Life 1 MDLs and other games as well
- wildweasel
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Re: Quake .mdl
IIRC, Painkiller also uses a model format called .MDL - doesn't mean it's remotely the same file format at all.
- leileilol
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Re: Quake .mdl
at least it makes sense for half-life as their model format directly grew from quake's, deriving off the smae tools and pipeline at one point.Revilution wrote:also, .MDL can be anything inside, Quake 1 MDLs have different code than Half Life 1 MDLs and other games as well
- NeuralStunner
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Re: Quake .mdl
What GZDoom really needs is support for a good rigged format. Vertex-based animation is hideous.
(Extra credit: Sharing an animation rig between multiple models.)
(Extra credit: Sharing an animation rig between multiple models.)
- leileilol
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Re: Quake .mdl
IQM's intended to be that 'end all ' community skeletal format. Decent Blender pipeline, and I believe there's a SMD conversion tool to the format. Also Noesis can support to/and/from conversion to it. I use Noesis with IQM for my UnrealEngine2 pipeline
Some formats that promise the world such as COLLADA and FBX tend to have bad and inconsistent implementations....
Some formats that promise the world such as COLLADA and FBX tend to have bad and inconsistent implementations....
- NeuralStunner
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Re: Quake .mdl
I'd love to see an implementation for GZDoom. Especially with external rig support, which has been a dream of mine for quite a while.leileilol wrote:IQM's intended to be that 'end all ' community skeletal format.
- HorrorMovieRei
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Re: Quake .mdl
GZDoom doesn't support MDL. You can, however, convert MDL models to MD2 using "Quake II Modeller" and it will work just fine.
- leileilol
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Re: Quake .mdl
^ highly advise against using outdated broken tools to do the thing. and don't suggest QuArK or qME either. For the sake of vertex precision convert to MD3 instead.
- Dark-Assassin
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Re: Quake .mdl
There's a mdl import/export script for IDTech2 MDL format for Blender 2.63+
http://wiki.blender.org/index.php/Exten ... /Quake_mdl
I'm still stuck with 2.49b because of the MD2, MD3, MD5, PSK and PSA import/export scripts.
http://wiki.blender.org/index.php/Exten ... /Quake_mdl
I'm still stuck with 2.49b because of the MD2, MD3, MD5, PSK and PSA import/export scripts.
Re: Quake .mdl
Holy crap those are some of the ugliest editors I've ever seen. :O Oh and... Quake2.com Last updated 10/30/98 LOL!HorrorMovieGuy wrote:Quake II Modeller
- HorrorMovieRei
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Re: Quake .mdl
Yup, it's ridiculous outdated, I know. To be honest, I only use it because it's a very basic tool and I'm too lazy to learn to use propper modelling programs, like Blender.
- Dark-Assassin
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Re: Quake .mdl
Blender is actually quite easy to use for converting. Open, Import Model, Export Model, Done
But installing the scripts aren't so easy, but they usually have instructions.
But installing the scripts aren't so easy, but they usually have instructions.
- leileilol
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Re: Quake .mdl
^ I also highly advise against using Blender to "convert" models. Blender MDL/MD2/MD3 i/o scripts tend to really suck as they're made for tutorial-made model viewers rather than real game engines. There will be some stuff very lost in translation
FWIW the Blender MD3 export script out there can't even export a proper bounding box. What does this mean? Well it means as soon as the origin of the model is obscured the whole model is gone
FWIW the Blender MD3 export script out there can't even export a proper bounding box. What does this mean? Well it means as soon as the origin of the model is obscured the whole model is gone