Would anyone have a model (md2 or md3) of a street lamp that could be shared with me? It should be a "modern" type of construct (as opposed to the gas lamps seen here or here). I will, of course credit the original source (creator) as well as the contributor.
I have already looked in the two sites that have been my primary resource centers for models:
BlackRayne Studios and
Sitters Electronics
My second request is for a custom model, as this item is probably not available "off-the-shelf". I need a rectangular section of sloped glass. It should have a 64 unit x 32 unit "footprint", be angled at 45 degrees from horizontal, and be 4 units thick. [The footprint translates to a length of 64 and a width of 42.426.]
Enjay, if you read this, would you create something similar to the glass models you did for the SUV in Paranoid?
Many thanks.
[Request] Model for street lamp & for sloped glass
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Re: [Request] Model for street lamp & for sloped glass
I'm going to guess that these are of no use to you because I think they came from the sites you mentioned. The first one is an edit that I did of Sitters' Doom2 lamp, the second features on one of Sitter's maps but I scaled it differently to suit what I needed (though nowadays I could do it better in a model editor) and the last one... frankly I have no idea where it came from. Probably Sitters or Blackrayne though.
Spoiler:As for the sloped glass, sure, that would be easy to do. I'm just not fully clear on what you want. Do you mean that if I looked down on it in plan view that it would be 64x32? As for the 4 units thick, again, easy to do but models for a sheet of glass are usually just a single flat plane. You definitely want it to have some visual thickness to it, right? Also, what about Doom's 1:1.2 pixel ratio. You want things to equate to Doom ratios rather than 1:1? What about the offsetting of the model. You just want its lower edge on the ground? Actually, the easiest thing would be if you gave me an example section of a map with the same dimensions as the area of the map that you want to put it in and then I could make something to fit.
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Re: [Request] Model for street lamp & for sloped glass
The third one will do admirably. I don't believe it's on either of those two sites, but I could be wrong.Enjay wrote:I'm going to guess that these are of no use to you because I think they came from the sites you mentioned. ... and the last one... frankly I have no idea where it came from. Probably Sitters or Blackrayne though.
Spoiler:
I am creating a framed-glass enclosure, similar to that of a greenhouse (as seen here and here). As GZDooM does not yet have support for translucent sloped sectors, I figured I could make do with a model of a pane of sloped glass. I chose the 64 x 32 "footprint" so that it would fit conveniently on a map editor's grid. [The Pythagorean calculation for the true width of the glass was simply to clarify that I was not looking for a model with actual 64 x 32 dimensions.As for the sloped glass ... I'm just not fully clear on what you want. Do you mean that if I looked down on it in plan view that it would be 64x32? As for the 4 units thick, again, easy to do but models for a sheet of glass are usually just a single flat plane. You definitely want it to have some visual thickness to it, right? Also, what about Doom's 1:1.2 pixel ratio. You want things to equate to Doom ratios rather than 1:1? What about the offsetting of the model. You just want its lower edge on the ground? Actually, the easiest thing would be if you gave me an example section of a map with the same dimensions as the area of the map that you want to put it in and then I could make something to fit.
As for the thickness, I will be assigning a 4-unit thickness to the vertical glass sections of the structure, so I just figured that the sloped glass also ought to be 4 units thick. But I'll leave that decision to you, along with using the appropriate pixel ratio, and offsets.
Is there a way to make the model automatically blocking? I'm guessing the answer is "no". As far as I can tell, this blocking behavior cannot be easily defined in DECORATE, correct? Which means I'll have to use invisible 3D sectors or invisible bridge things for blocking.
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Re: [Request] Model for street lamp & for sloped glass
OK, I can get that lamp sorted out. It won't be until tomorrow though.
As for the glass, we are talking about something like this then?

GZDoom cant use the model itself to define its hitbox but the underlying actor can be made to block just like any other actor. The problem in this case would be that the model doesn't have a square footprint but Doom hit boxes are all square from above. So perhaps two 32x32 bridge objects beside each other would be better.
As for the glass, we are talking about something like this then?

GZDoom cant use the model itself to define its hitbox but the underlying actor can be made to block just like any other actor. The problem in this case would be that the model doesn't have a square footprint but Doom hit boxes are all square from above. So perhaps two 32x32 bridge objects beside each other would be better.
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Re: [Request] Model for street lamp & for sloped glass
I had time to find the lamp after all. I threw it together quickly with a DECORATE definition and a dynamic light. I set it to be a switchable decoration in case that is useful. Feel free to tweak things as this was only a rough job.
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Re: [Request] Model for street lamp & for sloped glass
Thanks for the lamp model, boss. I will try it out soon. [Am hard at work studying for a professional re-certification exam this week.]
About the glass model, your illustration perfectly captures what I was going for. No hurry, as I will be unlikely to do much DooM stuff until after my stinkin' exam.
By the way, your drawing skills would do an engineering draftsman proud.
About the glass model, your illustration perfectly captures what I was going for. No hurry, as I will be unlikely to do much DooM stuff until after my stinkin' exam.
By the way, your drawing skills would do an engineering draftsman proud.
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Re: [Request] Model for street lamp & for sloped glass
Mr "Beetroot Bob*" Wright (my high school technical teacher), would be proud.ReX wrote:By the way, your drawing skills would do an engineering draftsman proud.

OK, attached is the file as per the drawing. Load up the zip to see it in a test level to show how it matches up with Doom architecture. I went with it using the Doom 1:1.2 ratio because that seemed easiest for making it integrate with other structures in a Doom map. You might want me to lower the leading edge by 4 units (see the stacked example in the map for why). If so, let me know.
*his name was Robert and he always had a very purpley-red face.
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Re: [Request] Model for street lamp & for sloped glass
Thanks, again, matey. At this moment I am ensconced in a modestly uncomfortable airplane seat, a fat binder of study materials in my lap, waiting for an airport gate to open up, and fervently hoping I don't screw up my re-certification exam tomorrow. The saving grace is that it's Southern California (LA area) and the weather is close to perfect.
Tonight, when I can spare a few minutes in my hotel room, I'll download both your files and try them out. I'm pretty confident that they will work very well for my needs.
Tonight, when I can spare a few minutes in my hotel room, I'll download both your files and try them out. I'm pretty confident that they will work very well for my needs.
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Re: [Request] Model for street lamp & for sloped glass
I didn't have a chance to do any DooM stuff during my trip, but I'm back now and had a chance to look at your example wads. Very nice! Here are my general observations:
1. The streetlamp skin is somewhat rough, which is probably exacerbated by the low-poly count of the model itself. However, that's not a real issue in what I'm using it for.
2. The three streetlamp states are extremely useful.
3. From your screenpic I hadn't realized that the lamp consists of two fluorescent tubes, and I really like the way it looks up-close.
4. The glass example wad really shows the different characteristics of the model.
5. I see what you mean by having the bevelled edge not matching up when stacked. This is not an issue in the primary application I have, which uses a single glass pane. Even if I need to stack several models to create a larger sheet of class, I can adjust the z-offset by -4 to lower the edges to match.
6. The fact that you've used a 128*128 image means that I can easily drop in a different image of the same size, and in that way I'll have the sloped glass matching the vertical glass that I intend to use.
Again, many thanks.
1. The streetlamp skin is somewhat rough, which is probably exacerbated by the low-poly count of the model itself. However, that's not a real issue in what I'm using it for.
2. The three streetlamp states are extremely useful.
3. From your screenpic I hadn't realized that the lamp consists of two fluorescent tubes, and I really like the way it looks up-close.
4. The glass example wad really shows the different characteristics of the model.
5. I see what you mean by having the bevelled edge not matching up when stacked. This is not an issue in the primary application I have, which uses a single glass pane. Even if I need to stack several models to create a larger sheet of class, I can adjust the z-offset by -4 to lower the edges to match.
6. The fact that you've used a 128*128 image means that I can easily drop in a different image of the same size, and in that way I'll have the sloped glass matching the vertical glass that I intend to use.
Again, many thanks.
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Re: [Request] Model for street lamp & for sloped glass
An invisible sloped 3Dfloor could work for the glass.
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Re: [Request] Model for street lamp & for sloped glass
An invisible sloped sector would simply appear as a sloped gap in the structure. Glass is typically translucent, which allows some texturing to appear. [The difference is similar to having a window with and without a translucent linedef that represents glass.] Translucent 3D slopes are not currently supported in GZDooM.Minigunner wrote:An invisible sloped 3Dfloor could work for the glass.
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Re: [Request] Model for street lamp & for sloped glass
I know that, but the collision should still work, while the model is used purely for appearance.
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Re: [Request] Model for street lamp & for sloped glass
Ah, I get it now. I misunderstood what you originally said.Minigunner wrote:I know that, but the collision should still work, while the model is used purely for appearance.
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Re: [Request] Model for street lamp & for sloped glass
Too bad you can't use a translucent, sloped 3D floor instead.
... Also, I thought models had issues with translucency? I'm not sure if this could be a problem.
... Also, I thought models had issues with translucency? I'm not sure if this could be a problem.
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Re: [Request] Model for street lamp & for sloped glass
Models can have translucency - if the underlying actor is translucent the model will be shown accordingly. Perhaps what you are thinking of is varying levels of translucency from the skin graphic which isn't supported in GZDoom.