The WIP Thread

If it's not ZDoom, it goes here.

Re: The WIP Thread

Postby neoworm » Sun May 12, 2019 10:45 am

I hope I will manage with Blender MD3 export plugin. I was thinking about having two models - one for open chest, other for closed one, but as far as I know I can't have one decorate object with two models for different frames. Luckilly it's just a problem witch chests. I want to do set of destructable furniture which can be just bunch of static models.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby Cherno » Sun May 12, 2019 11:05 am

Use Noesis Moel Viewer. It can export to MD3.
User avatar
Cherno
 
Joined: 06 Dec 2016

Re: The WIP Thread

Postby Enjay » Sun May 12, 2019 12:03 pm

neoworm wrote:I hope I will manage with Blender MD3 export plugin. I was thinking about having two models - one for open chest, other for closed one, but as far as I know I can't have one decorate object with two models for different frames. Luckilly it's just a problem witch chests. I want to do set of destructable furniture which can be just bunch of static models.

You can have two different models in different frames for the same actor. You just need to set up a MODELDEF definition for the second model and alocate it to the second frame of the actor.

Doing it this way will mean that the chest is either open or closed whereas if you do it with an animated MD3, you can have a smoother animation.

[edit]Just remembered that I did something similar a little while back: viewtopic.php?f=124&t=62250&p=1077494#p1077494 [/edit]
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby neoworm » Sun May 12, 2019 12:46 pm

Enjay wrote:You can have two different models in different frames for the same actor. You just need to set up a MODELDEF definition for the second model and alocate it to the second frame of the actor.

Doing it this way will mean that the chest is either open or closed whereas if you do it with an animated MD3, you can have a smoother animation.

[edit]Just remembered that I did something similar a little while back: viewtopic.php?f=124&t=62250&p=1077494#p1077494 [/edit]


Good to know. I would be probably fine with having just open and closed states without animation, but animation is always better. Can I use the scripts from your test map?
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby Enjay » Sun May 12, 2019 1:05 pm

neoworm wrote:Good to know. I would be probably fine with having just open and closed states without animation, but animation is always better. Can I use the scripts from your test map?

Sure you can, but there's nothing particularly fancy about them.

To be clear though, it's an animated MD3, not a 2 model open/closed chest, so the DECORATE (etc) reflects that.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby neoworm » Sun May 12, 2019 2:11 pm

My scripting abilities are very limited. I know I have to use ACS for switchable decorations, but I would have to research particulars. Your example is good starting point.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby Enjay » Sun May 12, 2019 3:49 pm

To be fair, if you are just activating the item (or deactivating it) then line types 130 (Thing_Activate) and 131 (Thing_DeActivate) work without you having to script anything. However, if you want the same line to activate/deactivate the item then a little script (possibly like the one I used) would be useful.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby NeuralStunner » Sun May 12, 2019 3:59 pm

You don't even need a script or line. :)

You can set the actor up to take a SpawnID as its first argument, then call Thing_Spawn to create it when opened. (If you wanted to be really fancy, you could spawn the item immediately but hide it, and then unhide it when the chest is opened. That way item counts would be correct from map start, even if you haven't opened the chest.)
User avatar
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7 64-bit

Re: The WIP Thread

Postby neoworm » Wed May 15, 2019 5:48 pm

I got the animation working, but converting from blender 2.8 to blender 2.7 to be able to use MD3 export broke normals, broke materials and broke UV. I was able to fix the first two, but the UV are broken in a way I don't know how to fix. When the chest is open, they are fine, when the chest closes textures on some parts flicker or rotate. I blame shape keys animation and confused normals. It would be best if I could use the MD3 convertor in Blender 2.8, but the plugin won't load at all.
Image
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: The WIP Thread

Postby Enjay » Wed May 15, 2019 6:13 pm

Google Npherno's md3 compiler. It's an older program and sometimes tricky to find a good download for, but it's great at fixing normals.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: The WIP Thread

Postby comet1337 » Wed May 15, 2019 7:47 pm

i like it
very idtech1 aesthetic
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: The WIP Thread

Postby Captain J » Wed May 15, 2019 11:37 pm

That Right Chest looks a bit weird, got another plank on top of it, but looks quite nice for Hexen overall!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: The WIP Thread

Postby Nash » Thu May 16, 2019 12:40 pm



Model-based door system that correctly blocks line of sight and sound without any mapper intervention (it just knows which linedef to find and set/unset the flags)
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: The WIP Thread

Postby Galaxy_Stranger » Thu May 16, 2019 2:53 pm

I haven't moved to Blender 2.8 yet - is anyone planning on updating the .md3 export plugin?
User avatar
Galaxy_Stranger
Shropshire Slasher
 
Joined: 17 Aug 2003
Location: Shropshire

Re: The WIP Thread

Postby neoworm » Thu May 16, 2019 4:22 pm

Nash wrote:Model-based door system that correctly blocks line of sight and sound without any mapper intervention (it just knows which linedef to find and set/unset the flags)


Sooo... Once I figure out how to reliably convert blender models to MD3 I will make some doors too...
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

PreviousNext

Return to Off-Topic

Who is online

Users browsing this forum: Yandex [Bot] and 1 guest