md2modeldef version 0.1 ready for download

Any utility that assists in the creation of mods, assets, etc, go here.
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md2modeldef version 0.1 ready for download

Postby CBM » Fri Nov 08, 2019 1:37 pm

first version ready for download

precompiled exe for commandline (and/or send to folder)

https://bitbucket.org/CBMFreak/md2model ... deldef.exe

header file

https://bitbucket.org/CBMFreak/md2model ... r/anorms.h

main file

https://bitbucket.org/CBMFreak/md2model ... ter/main.c

there can still be bugs though... it seems that not all md2 files that have another name than tris.md2 gets their texture detected ... but I will fix that

Code: Select allExpand view

C:\gcc-prj\md2modeldef\bin\Debug>md2modeldef.exe tris.md2
standard md2...
skin name: players\crakhor\crakhor.pcx
standard md2 open...
getting size...
temp : players\crakhor
temp2: crakhor
temp3: crakhor.pcx
string: players\crakhor\crakhor.pcx
temp2: crakhor
creating filename... crakhor.modeldef
continue...
completing header...
writing frames...
temp:  01
temp:
writing frame...
write: sta
new set: 1
frame letter:  A
---------------------------------------
local:  0
global:  1
sprite val new:  1
sprite val old:  0
sprite name:  sta0
frame old:
frame set:  stand
frame nr:   0
frame name: stand01
---------------------------------------
written (1 of 10) sprite name:  sta0
temp:  02
temp:  01
writing frame...
same set
frame letter:  B
---------------------------------------
local:  1
global:  2
sprite val new:  2
sprite val old:  1
sprite name:  sta0
frame old:  stand
frame set:  stand
frame nr:   1
frame name: stand02
---------------------------------------
written (1 of 10) sprite name:  sta0
temp:  03
temp:  02
writing frame...
same set
frame letter:  C
---------------------------------------
local:  2
global:  3
sprite val new:  3
.......
---------------------------------------
offset_skins: 68
offset_st: 132
offset_tris: 1736
offset_frames: 8936
offset_glcmds: 259208
offset_end: 271200
---------------------------------------
wrote file : crakhor.modeldef

C:\gcc-prj\md2modeldef\bin\Debug>type crakhor.modeldef
MODEL crakhor
{
Path "Models/crakhor"
SKIN 0 "crakhor.pcx"
MODEL 0 "tris.md2"

SKIN 1 "weapon.pcx"
MODEL 1 "weapon.md2"

Scale 1.2 1.2 1.2
zoffset 20

// stand01 set 1
frame sta0 A 0 "stand01"
frame sta0 A 1 "stand01"
frame sta0 B 0 "stand02"
frame sta0 B 1 "stand02"
frame sta0 C 0 "stand03"
frame sta0 C 1 "stand03"
frame sta0 D 0 "stand04"
frame sta0 D 1 "stand04"
frame sta0 E 0 "stand05"
frame sta0 E 1 "stand05"
frame sta0 F 0 "stand06"
frame sta0 F 1 "stand06"
frame sta0 G 0 "stand07"
frame sta0 G 1 "stand07"
frame sta0 H 0 "stand08"
frame sta0 H 1 "stand08"
frame sta0 I 0 "stand09"
frame sta0 I 1 "stand09"
frame sta0 J 0 "stand10"
frame sta0 J 1 "stand10"
frame sta1 A 0 "stand11"
frame sta1 A 1 "stand11"
frame sta1 B 0 "stand12"
frame sta1 B 1 "stand12"
frame sta1 C 0 "stand13"
frame sta1 C 1 "stand13"
frame sta1 D 0 "stand14"
frame sta1 D 1 "stand14"
frame sta1 E 0 "stand15"
frame sta1 E 1 "stand15"
frame sta1 F 0 "stand16"
frame sta1 F 1 "stand16"
frame sta1 G 0 "stand17"
frame sta1 G 1 "stand17"
frame sta1 H 0 "stand18"
frame sta1 H 1 "stand18"
frame sta1 I 0 "stand19"
frame sta1 I 1 "stand19"
frame sta1 J 0 "stand20"
frame sta1 J 1 "stand20"
frame sta2 A 0 "stand21"
frame sta2 A 1 "stand21"
frame sta2 B 0 "stand22"
frame sta2 B 1 "stand22"
frame sta2 C 0 "stand23"
frame sta2 C 1 "stand23"
frame sta2 D 0 "stand24"
frame sta2 D 1 "stand24"
frame sta2 E 0 "stand25"
frame sta2 E 1 "stand25"
frame sta2 F 0 "stand26"
frame sta2 F 1 "stand26"
frame sta2 G 0 "stand27"
frame sta2 G 1 "stand27"
frame sta2 H 0 "stand28"
frame sta2 H 1 "stand28"
frame sta2 I 0 "stand29"
frame sta2 I 1 "stand29"
frame sta2 J 0 "stand30"
frame sta2 J 1 "stand30"
frame sta3 A 0 "stand31"
frame sta3 A 1 "stand31"
frame sta3 B 0 "stand32"
frame sta3 B 1 "stand32"
frame sta3 C 0 "stand33"
frame sta3 C 1 "stand33"
frame sta3 D 0 "stand34"
frame sta3 D 1 "stand34"
frame sta3 E 0 "stand35"
frame sta3 E 1 "stand35"
frame sta3 F 0 "stand36"
frame sta3 F 1 "stand36"
frame sta3 G 0 "stand37"
frame sta3 G 1 "stand37"
frame sta3 H 0 "stand38"
frame sta3 H 1 "stand38"
frame sta3 I 0 "stand39"
frame sta3 I 1 "stand39"
frame sta3 J 0 "stand40"
frame sta3 J 1 "stand40"
// run1 set 2
frame run0 A 0 "run1"
frame run0 A 1 "run1"
frame run0 B 0 "run2"
frame run0 B 1 "run2"
frame run0 C 0 "run3"
frame run0 C 1 "run3"
frame run0 D 0 "run4"
frame run0 D 1 "run4"
frame run0 E 0 "run5"
frame run0 E 1 "run5"
frame run0 F 0 "run6"
frame run0 F 1 "run6"
// attack1 set 3
frame att0 A 0 "attack1"
frame att0 A 1 "attack1"
frame att0 B 0 "attack2"
frame att0 B 1 "attack2"
frame att0 C 0 "attack3"
frame att0 C 1 "attack3"
frame att0 D 0 "attack4"
frame att0 D 1 "attack4"
frame att0 E 0 "attack5"
frame att0 E 1 "attack5"
frame att0 F 0 "attack6"
frame att0 F 1 "attack6"
frame att0 G 0 "attack7"
frame att0 G 1 "attack7"
frame att0 H 0 "attack8"
frame att0 H 1 "attack8"
// pain101 set 4
frame pai1 A 0 "pain101"
frame pai1 A 1 "pain101"
frame pai1 B 0 "pain102"
frame pai1 B 1 "pain102"
frame pai1 C 0 "pain103"
frame pai1 C 1 "pain103"
frame pai1 D 0 "pain104"
frame pai1 D 1 "pain104"
frame pai2 A 0 "pain201"
frame pai2 A 1 "pain201"
frame pai2 B 0 "pain202"
frame pai2 B 1 "pain202"
frame pai2 C 0 "pain203"
frame pai2 C 1 "pain203"
frame pai2 D 0 "pain204"
frame pai2 D 1 "pain204"
frame pai3 A 0 "pain301"
frame pai3 A 1 "pain301"
frame pai3 B 0 "pain302"
frame pai3 B 1 "pain302"
frame pai4 A 0 "pain303"
frame pai4 A 1 "pain303"
frame pai4 B 0 "pain304"
frame pai4 B 1 "pain304"
// jump1 set 5
//frame jum0 A 0 "jump1"
//frame jum0 A 1 "jump1"
//frame jum0 B 0 "jump2"
//frame jum0 B 1 "jump2"
//frame jum0 C 0 "jump3"
//frame jum0 C 1 "jump3"
//frame jum0 D 0 "jump4"
//frame jum0 D 1 "jump4"
//frame jum0 E 0 "jump5"
//frame jum0 E 1 "jump5"
//frame jum0 F 0 "jump6"
//frame jum0 F 1 "jump6"
// flip01 set 6
//frame fli0 A 0 "flip01"
//frame fli0 A 1 "flip01"
//frame fli0 B 0 "flip02"
//frame fli0 B 1 "flip02"
//frame fli0 C 0 "flip03"
//frame fli0 C 1 "flip03"
//frame fli0 D 0 "flip04"
//frame fli0 D 1 "flip04"
//frame fli0 E 0 "flip05"
//frame fli0 E 1 "flip05"
//frame fli0 F 0 "flip06"
//frame fli0 F 1 "flip06"
//frame fli0 G 0 "flip07"
//frame fli0 G 1 "flip07"
//frame fli0 H 0 "flip08"
//frame fli0 H 1 "flip08"
//frame fli0 I 0 "flip09"
//frame fli0 I 1 "flip09"
//frame fli0 J 0 "flip10"
//frame fli0 J 1 "flip10"
//frame fli1 A 0 "flip11"
//frame fli1 A 1 "flip11"
//frame fli1 B 0 "flip12"
//frame fli1 B 1 "flip12"
// salute01 set 7
//frame sal0 A 0 "salute01"
//frame sal0 A 1 "salute01"
//frame sal0 B 0 "salute02"
//frame sal0 B 1 "salute02"
//frame sal0 C 0 "salute03"
//frame sal0 C 1 "salute03"
//frame sal0 D 0 "salute04"
//frame sal0 D 1 "salute04"
//frame sal0 E 0 "salute05"
//frame sal0 E 1 "salute05"
//frame sal0 F 0 "salute06"
//frame sal0 F 1 "salute06"
//frame sal0 G 0 "salute07"
//frame sal0 G 1 "salute07"
//frame sal0 H 0 "salute08"
//frame sal0 H 1 "salute08"
//frame sal0 I 0 "salute09"
//frame sal0 I 1 "salute09"
//frame sal0 J 0 "salute10"
//frame sal0 J 1 "salute10"
//frame sal1 A 0 "salute11"
//frame sal1 A 1 "salute11"
// taunt01 set 8
//frame tau0 A 0 "taunt01"
//frame tau0 A 1 "taunt01"
//frame tau0 B 0 "taunt02"
//frame tau0 B 1 "taunt02"
//frame tau0 C 0 "taunt03"
//frame tau0 C 1 "taunt03"
//frame tau0 D 0 "taunt04"
//frame tau0 D 1 "taunt04"
//frame tau0 E 0 "taunt05"
//frame tau0 E 1 "taunt05"
//frame tau0 F 0 "taunt06"
//frame tau0 F 1 "taunt06"
//frame tau0 G 0 "taunt07"
//frame tau0 G 1 "taunt07"
//frame tau0 H 0 "taunt08"
//frame tau0 H 1 "taunt08"
//frame tau0 I 0 "taunt09"
//frame tau0 I 1 "taunt09"
//frame tau0 J 0 "taunt10"
//frame tau0 J 1 "taunt10"
//frame tau1 A 0 "taunt11"
//frame tau1 A 1 "taunt11"
//frame tau1 B 0 "taunt12"
//frame tau1 B 1 "taunt12"
//frame tau1 C 0 "taunt13"
//frame tau1 C 1 "taunt13"
//frame tau1 D 0 "taunt14"
//frame tau1 D 1 "taunt14"
//frame tau1 E 0 "taunt15"
//frame tau1 E 1 "taunt15"
//frame tau1 F 0 "taunt16"
//frame tau1 F 1 "taunt16"
//frame tau1 G 0 "taunt17"
//frame tau1 G 1 "taunt17"
// wave01 set 9
//frame wav0 A 0 "wave01"
//frame wav0 A 1 "wave01"
//frame wav0 B 0 "wave02"
//frame wav0 B 1 "wave02"
//frame wav0 C 0 "wave03"
//frame wav0 C 1 "wave03"
//frame wav0 D 0 "wave04"
//frame wav0 D 1 "wave04"
//frame wav0 E 0 "wave05"
//frame wav0 E 1 "wave05"
//frame wav0 F 0 "wave06"
//frame wav0 F 1 "wave06"
//frame wav0 G 0 "wave07"
//frame wav0 G 1 "wave07"
//frame wav0 H 0 "wave08"
//frame wav0 H 1 "wave08"
//frame wav0 I 0 "wave09"
//frame wav0 I 1 "wave09"
//frame wav0 J 0 "wave10"
//frame wav0 J 1 "wave10"
//frame wav1 A 0 "wave11"
//frame wav1 A 1 "wave11"
// point01 set 10
//frame poi0 A 0 "point01"
//frame poi0 A 1 "point01"
//frame poi0 B 0 "point02"
//frame poi0 B 1 "point02"
//frame poi0 C 0 "point03"
//frame poi0 C 1 "point03"
//frame poi0 D 0 "point04"
//frame poi0 D 1 "point04"
//frame poi0 E 0 "point05"
//frame poi0 E 1 "point05"
//frame poi0 F 0 "point06"
//frame poi0 F 1 "point06"
//frame poi0 G 0 "point07"
//frame poi0 G 1 "point07"
//frame poi0 H 0 "point08"
//frame poi0 H 1 "point08"
//frame poi0 I 0 "point09"
//frame poi0 I 1 "point09"
//frame poi0 J 0 "point10"
//frame poi0 J 1 "point10"
//frame poi1 A 0 "point11"
//frame poi1 A 1 "point11"
//frame poi1 B 0 "point12"
//frame poi1 B 1 "point12"
// crstnd01 set 11
frame crs0 A 0 "crstnd01"
frame crs0 A 1 "crstnd01"
frame crs0 B 0 "crstnd02"
frame crs0 B 1 "crstnd02"
frame crs0 C 0 "crstnd03"
frame crs0 C 1 "crstnd03"
frame crs0 D 0 "crstnd04"
frame crs0 D 1 "crstnd04"
frame crs0 E 0 "crstnd05"
frame crs0 E 1 "crstnd05"
frame crs0 F 0 "crstnd06"
frame crs0 F 1 "crstnd06"
frame crs0 G 0 "crstnd07"
frame crs0 G 1 "crstnd07"
frame crs0 H 0 "crstnd08"
frame crs0 H 1 "crstnd08"
frame crs0 I 0 "crstnd09"
frame crs0 I 1 "crstnd09"
frame crs0 J 0 "crstnd10"
frame crs0 J 1 "crstnd10"
frame crs1 A 0 "crstnd11"
frame crs1 A 1 "crstnd11"
frame crs1 B 0 "crstnd12"
frame crs1 B 1 "crstnd12"
frame crs1 C 0 "crstnd13"
frame crs1 C 1 "crstnd13"
frame crs1 D 0 "crstnd14"
frame crs1 D 1 "crstnd14"
frame crs1 E 0 "crstnd15"
frame crs1 E 1 "crstnd15"
frame crs1 F 0 "crstnd16"
frame crs1 F 1 "crstnd16"
frame crs1 G 0 "crstnd17"
frame crs1 G 1 "crstnd17"
frame crs1 H 0 "crstnd18"
frame crs1 H 1 "crstnd18"
frame crs1 I 0 "crstnd19"
frame crs1 I 1 "crstnd19"
// crwalk1 set 12
frame crw0 A 0 "crwalk1"
frame crw0 A 1 "crwalk1"
frame crw0 B 0 "crwalk2"
frame crw0 B 1 "crwalk2"
frame crw0 C 0 "crwalk3"
frame crw0 C 1 "crwalk3"
frame crw0 D 0 "crwalk4"
frame crw0 D 1 "crwalk4"
frame crw0 E 0 "crwalk5"
frame crw0 E 1 "crwalk5"
frame crw0 F 0 "crwalk6"
frame crw0 F 1 "crwalk6"
// crattak1 set 13
frame cra0 A 0 "crattak1"
frame cra0 A 1 "crattak1"
frame cra0 B 0 "crattak2"
frame cra0 B 1 "crattak2"
frame cra0 C 0 "crattak3"
frame cra0 C 1 "crattak3"
frame cra0 D 0 "crattak4"
frame cra0 D 1 "crattak4"
frame cra0 E 0 "crattak5"
frame cra0 E 1 "crattak5"
frame cra0 F 0 "crattak6"
frame cra0 F 1 "crattak6"
frame cra0 G 0 "crattak7"
frame cra0 G 1 "crattak7"
frame cra0 H 0 "crattak8"
frame cra0 H 1 "crattak8"
frame cra0 I 0 "crattak9"
frame cra0 I 1 "crattak9"
// crpain1 set 14
frame crp0 A 0 "crpain1"
frame crp0 A 1 "crpain1"
frame crp0 B 0 "crpain2"
frame crp0 B 1 "crpain2"
frame crp0 C 0 "crpain3"
frame crp0 C 1 "crpain3"
frame crp0 D 0 "crpain4"
frame crp0 D 1 "crpain4"
// crdeath1 set 15
frame crd0 A 0 "crdeath1"
frame crd0 A 1 "crdeath1"
frame crd0 B 0 "crdeath2"
frame crd0 B 1 "crdeath2"
frame crd0 C 0 "crdeath3"
frame crd0 C 1 "crdeath3"
frame crd0 D 0 "crdeath4"
frame crd0 D 1 "crdeath4"
frame crd0 E 0 "crdeath5"
frame crd0 E 1 "crdeath5"
// death101 set 16
frame dea1 A 0 "death101"
frame dea1 A 1 "death101"
frame dea1 B 0 "death102"
frame dea1 B 1 "death102"
frame dea1 C 0 "death103"
frame dea1 C 1 "death103"
frame dea1 D 0 "death104"
frame dea1 D 1 "death104"
frame dea1 E 0 "death105"
frame dea1 E 1 "death105"
frame dea1 F 0 "death106"
frame dea1 F 1 "death106"
frame dea2 A 0 "death201"
frame dea2 A 1 "death201"
frame dea2 B 0 "death202"
frame dea2 B 1 "death202"
frame dea2 C 0 "death203"
frame dea2 C 1 "death203"
frame dea2 D 0 "death204"
frame dea2 D 1 "death204"
frame dea3 A 0 "death205"
frame dea3 A 1 "death205"
frame dea3 B 0 "death206"
frame dea3 B 1 "death206"
frame dea4 A 0 "death301"
frame dea4 A 1 "death301"
frame dea4 B 0 "death302"
frame dea4 B 1 "death302"
frame dea4 C 0 "death303"
frame dea4 C 1 "death303"
frame dea4 D 0 "death304"
frame dea4 D 1 "death304"
frame dea4 E 0 "death305"
frame dea4 E 1 "death305"
frame dea4 F 0 "death306"
frame dea4 F 1 "death306"
frame dea4 G 0 "death307"
frame dea4 G 1 "death307"
frame dea4 H 0 "death308"
frame dea4 H 1 "death308"
}

C:\gcc-prj\md2modeldef\bin\Debug>
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CBM
Imp Slayer
 
Joined: 09 Oct 2019
Location: The Shores of Hell
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: md2modeldef version 0.1 ready for download

Postby CBM » Sat Nov 09, 2019 7:14 am

now updated with a new commit that fixes the following bugs



- naming now correct (now modeldef.<name> instead of <name>.modeldef)

- max assuming 9 sprites per animation, more can be used if the modeldef file is edited in slade (others are marked as comments)

- renames sprites that would otherwise be duplicates

- always uses first skin if present

- uses directory name if no name found elsewhere when using a file named tris.md2



I am considering making it always do 2 files.. one with weapon and one without

and still considering if it should do a decorate aswell



code still needs work, optimizing and cleanup... atm its more throw sh** on the wall and see what sticks
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Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: md2modeldef version 0.1 ready for download

Postby Apeirogon » Sat Nov 09, 2019 1:57 pm

Add description what it is and what it do.
Because "downloading program without description from shady (because I use dark theme) site? seems legit".
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Re: md2modeldef version 0.1 ready for download

Postby skdursh » Sun Nov 10, 2019 3:01 am

Uh, cool but what IS it? You don't tell us anywhere what your... thing?... actually does.
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Re: md2modeldef version 0.1 ready for download

Postby Enjay » Sun Nov 10, 2019 6:04 am

You can pretty much find out here:

viewtopic.php?f=4&t=66296&p=1123794

But a description in this thread would help.
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Re: md2modeldef version 0.1 ready for download

Postby CBM » Sun Nov 10, 2019 3:44 pm

skdursh wrote:Uh, cool but what IS it? You don't tell us anywhere what your... thing?... actually does.


it allows you to automatically make/generate a model definition file that fits a given md2 file so when you import the modeldef file plus model and texture in to slade, then you only need to type up the decorate definition based on the frames in the generated modeldef file

Apeirogon wrote:Add description what it is and what it do.
Because "downloading program without description from shady (because I use dark theme) site? seems legit".


it allows you to automatically make/generate a model definition file that fits a given md2 file so when you import the modeldef file plus model and texture in to slade, then you only need to type up the decorate definition based on the frames in the generated modeldef file

Enjay wrote:You can pretty much find out here:

viewtopic.php?f=4&t=66296&p=1123794

But a description in this thread would help.


yes, indeed,... and I am sorry I did not write something descriptive :)

so the story is... I use a lot of MD2 models in GZDoom for the time being and I got tired of writing the model definition files (modeldefs) by hand... so I made this quick tool that will read an md2 file and create a text file based on that file, that text file is a modeldef file and will contain a definition of all animations for that md2 file and create spitenames for each frame in each animation.. some of them will be commented out .. so it is suggested that the file be looked over after import to slade to ensure the animations you want are active... the tool aims to try and make sure the modeldef can be used by slade and GZDoom right away

the current public version that can be found at the link including full source .... always assumes that an md2 file named tris.md2 has a weapon.md2 file with identical animations and otherwise it just maps out the animations for the md2 file

you may or may not need to check if the model has metadata with an md2 path using maverick.. it seems it sometimes depends on the model, however.. I have yet to have this problem after using this tool

the tool is not yet able to check or write meta data from and to md2 files

my current work in progress version, makes 2 files when given an md2 file.. one with only the model and one with model+ weapon

suggestions for decorate files are a planned feature and maybe also meta data... time will tell

as always... the newest version will be placed on bitbucket when I feel it is ready for primetime

----

the description from the old thread


texture is read from MD2 file

path is read from MD2 file (path to texture, usually models\players)

spritenames are generated from animation names (yes yes... non animated MD2 models will not work, but this is not a tool for models without animation)

max number of animation sets is 10 in GZDoom apparently... so it skips some animation sets if there are more than 10, usually there are 16

resulting file is named texture name + .modeldef

jumps are handled as a "seperate" animation set regarding spritenames

spritenames are ... first 3 lettes of the animation set name plus a number

(numbered in packs of 10, usually long animations such as stand will be up to 40 frames.. ie... walk0-3 A-J)



If the numbering increases by more than 2 then I interpret that as a jump, so a jump from walk109 to walk201 would be detected



if the input file is named tris.md2 then the tool assumes there is a weapon.md2 with a weapon.pcx texture as well



example output could be

wal0 A 0 "walk01"

for tris.md2 and

wal0 A 1 "walk01"

for weapon.md2

ie. spritename spriteindex modelindex framename

----

fixes since that version include

- naming now correct (now modeldef.<name> instead of <name>.modeldef)

- max assuming 9 sprites per animation, more can be used if the modeldef file is edited in slade (others are marked as comments)

- renames sprites that would otherwise be duplicates

- always uses first skin if present

- uses directory name if no name found elsewhere when using a file named tris.md2
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CBM
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Re: md2modeldef version 0.1 ready for download

Postby CBM » Mon Nov 11, 2019 4:00 am

Found this link with some C++ code example that loads and displays a model

I might be able to make a tool for MD3 models based on that code, once I am satisfied with the functionality in the md2modeldef tool

the md2modeldef tool is based on c code that showed how to load and display an md2 model, I removed the display part because I only needed to load the model so I could read the data relevant to a GZDoom model definition file
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CBM
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Re: md2modeldef version 0.1 ready for download

Postby CBM » Mon Nov 11, 2019 9:09 am

just 7 zipped the current latest public md2modeldef for easy download ... includes exe, code and a readme
Attachments
md2modeldef.7z
md2modeldef (exe,code,readme)
(22.03 KiB) Downloaded 6 times
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