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Making real 3d monsters
Posted: Tue Apr 27, 2010 12:04 pm
by AndyMan
I am Working on a mod using Doombuilder2 as my editor. What I wanted to do was create 3d Monsters to use instead of the flat models that doom uses. I already know how to make the 3d models and what to use, what I need to know is if at all possible can I realy use 3d models and if so how can I import them into doombuilder2?
Re: Making real 3d monsters
Posted: Tue Apr 27, 2010 1:10 pm
by Recurracy
Assuming you're going to use the standard Doom monsters, all you need to do is define a MODELDEF lump. More info about that on the zdoom wiki, it's on
www.zdoom.org/wiki
Re: Making real 3d monsters
Posted: Tue Apr 27, 2010 1:53 pm
by ReX
AndyMan wrote:.... what I need to know is if at all possible can I realy use 3d models and if so how can I import them into doombuilder2?
Keep in mind that not all source ports for DooM/2 support models; you'll need to use a source port that does. Seeing as how you're in the ZDooM forum, I'll assume you're interested in ZDooM or its derivatives, GZDooM & SkullTag.
GZDooM is what you'll need for model support. There are other source ports that support models too.
As for "importing" them into DB2, you're not actually importing them into the editor. You'll need to put your models and their definitions (MODELDEF & DECORATE) into your wad or pk3, then "point" DB2 to them via the editor's configuration file. You can begin with the standard configuration, and customize it to reference your models.
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 1:51 am
by Dark-Assassin
Skulltag has a much more flags and stuff for the models, thanks to Torr. Everything after the new md3 support has not been ported over yet to gzdoom.
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 3:12 am
by Nash
dark-slayer-201 wrote:Skulltag has a much more flags and stuff for the models, thanks to Torr. Everything after the new md3 support has not been ported over yet to gzdoom.
Like what? The only new feature that I know about (and have recently started using a lot - awesome) is per surface texture support. UV merging has become a thing of the past.
(For those of you who want to use this feature - do not define a skin in your MODELDEF and GZDoom will use the skins that are assigned into the MD3 when you exported the model. You may edit skin paths with Npherno's MD3 Compiler)
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 3:38 am
by Gez
I think the only thing in Skulltag's model code that GZDoom does not have is
this, which is not exactly relevant to monsters I think.
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 3:57 am
by Dark-Assassin
There is also a fix with rotating and pitchfrommomentum.
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 7:07 am
by printz
Are MD2 and MD3 the same formats as those from Quake 2 and Quake 3? Is there an editor?
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 7:44 am
by Recurracy
Is there an editor?
Misfit Model 3d works like a charm, and yes, md2 and md3 are originally Quake formats
Re: Making real 3d monsters
Posted: Wed Apr 28, 2010 8:03 pm
by Dark-Assassin
Blender and Gmax works fine with them aswell, but they have to have the scripts. Blender comes with an md2 script.
Re: Making real 3d monsters
Posted: Thu Apr 29, 2010 12:05 pm
by AndyMan
Ok Thanxs Im A little new to the more tech side of doom and its source ports, I normally just make maps with DB2... I have seen the nice 3d model pack that comes with Doomsday (jdoom) and I wanted to make some of meh own.
Re: Making real 3d monsters
Posted: Thu Apr 29, 2010 12:43 pm
by Lexus Alyus
I want to get into creating 3D models as it will add that extra dimension to my Mods.
I was thinking of using Blender 3D because it's free and I've spent enough money on music programs

. I also don't know if this is something that I'll be doing more of, so there's no point in potentially wasting money.
What's this Misfit Model 3D then?