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.
Tutorial request
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Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
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Re: Tutorial request
Exporting an OBJ from Blender and using it as a model for an actor:
Step 1
Step 2
Step 3
Step 4
Decorate code:
Modeldef entry:
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.
Step 1
Step 2
Step 3
Step 4
Decorate code:
Code: Select all
Actor FireBluZanne : TorchTree { +NOINTERACTION }
Code: Select all
Model FireBluZanne
{
Path "models"
Model 0 "fbluzanne.obj"
FrameIndex TRE1 A 0 0
}
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.