MODELDEF Help [Solved]

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Sarah
Posts: 551
Joined: Wed Sep 06, 2006 12:36 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Debian 11 (bullseye), Windows 10
Location: Middle of Nowheresville Il.
Contact:

MODELDEF Help [Solved]

Post by Sarah »

Models seems to be getting a bit popular :lol:

I put together a lovely model, which would be my first after following a Misfit Model tutorial I found. So number 2 I guess. Currently it takes 6 images to texture the model. I found out the hard way that you can't put more than one skin in the MODELDEF per model. It's an MD3 since I also discovered that an MD2 would require me to use only 1 texture. I've got it to display in the test map with one skin, but that isn't right, of course.

So here's my questions:

1. Do I need the .qc file for this model of mine with 6 textures?
1a. If I do, where does that file go and how might it need to look?
1b. If I do, how would that affect my MODELDEF?

(I had more questions, but those were about getting the darned thing to display and I realized my frameindex wasn't 0 :roll: )

This is my MODELDEF(if anyone wants a reference):
Spoiler:
This is the QC file I wrote after searching the forum a bit:
Spoiler:
Last edited by Sarah on Sat Mar 24, 2012 3:07 am, edited 1 time in total.
User avatar
Nash
 
 
Posts: 17505
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: MODELDEF Help

Post by Nash »

To force GZDoom to use per surface textures, you exclude the "skin" property from your MODELDEF

Code: Select all

MODEL BATTERY
{
   Path "Models/BATTERY"
   Model 0 "BATTERY.md3"

   FrameIndex BATT A 0 1
}
I don't know how Misfit works, but with Milkshape 3D, the .QC file is only needed when you are exporting your model so the program can bake the data into the .md3.

Alternatively, you can skip using .qc files, and set the texture paths post-export using npherno's md3 compiler. See the following tutorial:

http://www.tabun.nl/tutorials/md3skinpath_tutorial/

EDIT: The tutorial tells you to select all... obviously if your model is multi-part, you would have to do this per surface (AKA object AKA group) in the tool... use the drop-down box at the top of the program, select a surface, type in the skin path, then hit Enter to confirm.
User avatar
Sarah
Posts: 551
Joined: Wed Sep 06, 2006 12:36 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Debian 11 (bullseye), Windows 10
Location: Middle of Nowheresville Il.
Contact:

Re: MODELDEF Help

Post by Sarah »

Wow, I just searched my own post. Thanks for replying quick, Nash. I actually discovered that you can set the texture paths in Misfit. I had to do that originally for export from .mm3d to .md3, I just forgot and then didn't reset the paths to work in a .pk3 setup. But your link reminded me, so not all was in vain!

Check it out!
Yeah that's supposed to be a battery :P
Yeah that's supposed to be a battery :P
In-Game.PNG (93.16 KiB) Viewed 368 times
User avatar
Nash
 
 
Posts: 17505
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: MODELDEF Help [Solved]

Post by Nash »

Good to know, just one thing though... the UVs on your battery are kinda stretchy...
User avatar
Sarah
Posts: 551
Joined: Wed Sep 06, 2006 12:36 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Debian 11 (bullseye), Windows 10
Location: Middle of Nowheresville Il.
Contact:

Re: MODELDEF Help [Solved]

Post by Sarah »

Where exactly are you talking? Could be the cross resolution squishing, I didn't think it looked too stretched when I was running gzdoom. I noticed it looks shorter in the screenshot than in the map, although that might be a trick on my eyes.
Locked

Return to “Editing (Archive)”