Tutorial request

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Tutorial request

Postby Kappes Buur » Sun Mar 03, 2019 6:38 pm

Could somebody make a step by step tutorial about using wavefront obj for GZDOOM.
How to export from GZDoom, manipulate with Blender and import back into GZDoom.
Something like: OBJ for Dummies.

Or, for that matter, how to create a wavefront terrain in Blender, which can then be
imported into GZDB/GZDBBF.
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Kappes Buur
 
 
 
Joined: 17 Jul 2003
Location: British Columbia Canada

Re: Tutorial request

Postby Talon1024 » Sun Mar 24, 2019 12:23 pm

Exporting an OBJ from Blender and using it as a model for an actor:
Step 1
Step 2
Step 3
Step 4

Decorate code:
Code: Select allExpand view
Actor FireBluZanne : TorchTree { +NOINTERACTION }


Modeldef entry:
Code: Select allExpand view
Model FireBluZanne
{
  Path "models"
  Model 0 "fbluzanne.obj"
  FrameIndex TRE1 A 0 0
}


Step 5
The tutorial steps are all linked because they are all large images.

Creating a terrain model in Blender and exporting it as a terrain model for GZDBBF:
First, you'll want a heightmap (example).

In Blender, make a HUGE plane, and then sub-divide it n times, where n is a power of 2 - 1. Note that you'll have to enter the number manually in order to sub-divide the mesh that many times.

Then, go to modifiers, and add a displace modifier (Deform -> Displace), and set the texture to the heightmap. You should also set the texture coordinates to UV coordinates.

You may want to use the decimate (Generate -> Decimate) modifier at this point, since it will reduce the polygon count of the object, and make it faster to import into GZDBBF, as well as allow GZDoom to perform better with the terrain model ingame.

Export the OBJ with the default settings. Then, you can import it into GZDBBF using the OBJ terrain importer default settings.
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Joined: 27 Jun 2016
Github ID: Talon1024
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit
Graphics Processor: nVidia with Vulkan support


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