The How-To Guide To 3D Models In Doom

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R4L
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The How-To Guide To 3D Models In Doom

Post by R4L »

Hey all.

I wrote on the Discord server that I was going to make a tutorial dealing with 3D models, and I've finished the first part. Part one covers importing/exporting models correctly out of Blender and into SLADE, and using the SurfaceSkin property. I might make a video detailing this as well. I understand that this could be quite a bit to read and therefore some what difficult to follow, but I feel I have explained everything well enough. If you feel that I haven't, I would appreciate any kind of feedback!

Part I
Part II
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Re: The How-To Guide To 3D Models In Doom

Post by AFADoomer »

Nicely done! I can't speak to the Blender portion, but this captures the rest of the process well.

The one thing that may be outdated - From what I have seen, the TEXTURES lump entry for the sprite is not necessary any more... I'm pretty sure that's a relatively recent change, though.
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Re: The How-To Guide To 3D Models In Doom

Post by R4L »

Oh? I had no idea about the TEXTURES lump being outdated... if you don't mind me asking, what should I be using now?
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Re: The How-To Guide To 3D Models In Doom

Post by AFADoomer »

TEXTURES itself isn't outdated... Just the part about adding an entry for the sprites that are used to assign model frames to an actor - So in your tutorial, you can just skip the part about adding IBMEA0 to TEXTURES, because everything will work fine without adding it.
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Re: The How-To Guide To 3D Models In Doom

Post by R4L »

Awesome, good to know! I'll update the tutorial.
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Re: The How-To Guide To 3D Models In Doom

Post by X-DOOM »

Do you have something with 3D Studio Max, or it should be the same? I have never touched blender before... as i am afraid a little because i learned myself how to use 3DSMax and it took me about a year to model properly.
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Re: The How-To Guide To 3D Models In Doom

Post by Kappes Buur »

X-DOOM wrote:Do you have something with 3D Studio Max, ......
At the Blender logon screen one can set so that Blender behaves just like 3DSMax.
Spoiler:
But, since I never really used Blender myself, I'm not sure if creating a model is like 3DSMax.
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Re: The How-To Guide To 3D Models In Doom

Post by X-DOOM »

Kappes Buur wrote:
X-DOOM wrote:Do you have something with 3D Studio Max, ......
At the Blender logon screen one can set so that Blender behaves just like 3DSMax.
Spoiler:
But, since I never really used Blender myself, I'm not sure if creating a model is like 3DSMax.
Oh man that sound great. I hope it behave like 3dsmax.
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Re: The How-To Guide To 3D Models In Doom

Post by Marcello »

That I was looking for: thank you! Now I will fall in to the "guide part 1".


Just a quick question: is it possible to modify a 3D model that already exists?
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Re: The How-To Guide To 3D Models In Doom

Post by R4L »

Marcello wrote:That I was looking for: thank you! Now I will fall in to the "guide part 1".


Just a quick question: is it possible to modify a 3D model that already exists?
What do you mean? Like a model that someone else made? If so, then yeah, you can do whatever you want to it. If you mean editing models in-game, I think you can do some stuff with ZScript.
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Re: The How-To Guide To 3D Models In Doom

Post by Josko »

Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
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Re: The How-To Guide To 3D Models In Doom

Post by R4L »

Josko wrote:Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
I cannot speak for Milkshape 3D, but I assume the process is the same. IMO, Blender is vastly superior. It just has a slight learning curve.

As for part 2, I'm not sure exactly.
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Re: The How-To Guide To 3D Models In Doom

Post by Josko »

R4L wrote:
Josko wrote:Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
I cannot speak for Milkshape 3D, but I assume the process is the same. IMO, Blender is vastly superior. It just has a slight learning curve.

As for part 2, I'm not sure exactly.
Alright. I'll easily get Blender and use that instead when you have part 2 done. How far done is it? :P

I read your Part 1 and it was very good! Unfortunately I really need help with what Part 2 will be covering, that is, weapons and it's animation and such.

Tell you what, if you do decide to complete part 2 of the Tutorial I really want to gift you a steam game of your choosing as a token of my gratitude :)
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Re: The How-To Guide To 3D Models In Doom

Post by R4L »

Josko wrote:
R4L wrote:
Josko wrote:Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
I cannot speak for Milkshape 3D, but I assume the process is the same. IMO, Blender is vastly superior. It just has a slight learning curve.

As for part 2, I'm not sure exactly.
Alright. I'll easily get Blender and use that instead when you have part 2 done. How far done is it? :P

I read your Part 1 and it was very good! Unfortunately I really need help with what Part 2 will be covering, that is, weapons and it's animation and such.

Tell you what, if you do decide to complete part 2 of the Tutorial I really want to gift you a steam game of your choosing as a token of my gratitude :)
I appreciate the gesture, but no need to do that my friend. :)

If I do finish part 2, please note that it will only cover animation in GZDoom, not how to animate in Blender (although I will make a simple animation in the tutorial).
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Re: The How-To Guide To 3D Models In Doom

Post by Josko »

Yeah it's only animation in GZDoom that Im interested in, the part in MODELDEF where you state all the animation frames, that bit really gets me confused!

I suppose you will cover decompiling models? Crowbar is a great Decompiling tool for half life models.

I'm really looking forward to part 2, Can't wait to properly convert ANY model I want into MD3 and successfully implement it into the game.

I tried it with Milkshape 3d and the weapon model just became Invisible, when loading with Noesis Model Viewer it wouldn't load the MD3 lmao. Epic fail :D

Havn't been able to find any tutorial about this so until it's finished I will just have to wait I guess :P
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