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Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 1:15 pm
by Doctor-Dos
Hello,

I have seen a few Doom 3 models for Gzdoom.

I was wondering what was the best program for converting them to MD2 or MD3 with animations?

Also, is there any tutorials around that explain how to convert MD5 to GZdoom Compatible?

Thanks in advance...

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 1:24 pm
by Enjay
Revilution seems to be the foremost expert in doing this.

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 1:27 pm
by Doctor-Dos
Are there any packs with this already done?

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 1:34 pm
by Enjay
http://forum.zdoom.org/viewtopic.php?f=19&t=30942

Has a mixture of Quake3 Q4 and Doom3 stuff. It isn't a simple "drop in and play Doom with it loaded" because some monster sizes have changed and don't fit into the original levels but it's an impressive piece of work.

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 1:36 pm
by Doctor-Dos
Yeah, I've seen Hunter's Moon.

I didn't really care for it however.

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 1:37 pm
by Enjay
I can't think of anything else with Doom3 animated models converted then.

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 2:55 pm
by ReX
Enjay wrote:I can't think of anything else with Doom3 animated models converted then.
I vaguely recall you sending me a pack with a bunch of models, including several from DooM3, and one of them was a large piece of machinery with a big moving part. I'll try and dig it up and post here when I get a chance.

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 2:59 pm
by Enjay
I think I remember the model in question (if it wasn't Doom 3 it was Quake 4). If it was something I did, however, it probably was not an MD5 model (Doom3 uses other model types for scenery etc) and I would have animated it from scratch in MilkShape so it's not a true conversion.

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 3:03 pm
by ReX
Enjay wrote:I think I remember the model in question (if it wasn't Doom 3 it was Quake 4). If it was something I did, however, it probably was not an MD5 model (Doom3 uses other model types for scenery etc) and I would have animated it from scratch in MilkShape so it's not a true conversion.
Yes, it may have been a Quake 4 model, but it works very well in GZDooM. Wouldn't that have required a conversion?

Re: Best way to convert MD5 models to GZDoom

Posted: Mon Jun 25, 2012 3:09 pm
by Enjay
Yes, of a sort, but [waves hand in a Jedi like manner] not the conversion Doctor-Dos was looking for. ;)

The "conversion" in this case simply involved loading up one file type that Milkshape recognises (not an MD5 in this case), adding an animation to it and saving it as an MD3. If the model originally had animations, loading it into Milkshape loses the animation. I guess what I did is the basic principle behind most conversions but it seems as if Revilution has a way of converting the animations of a Doom3 MD5 model to an MD3 model using the original animations rather than having to recreate them manually. MD5s are used for the more complicated models in Doom3 such as the various characters rather than a piece of relatively simple machinery like I converted. The simple models are another (fairly common) format but I forget exactly which one.

Re: Best way to convert MD5 models to GZDoom

Posted: Tue Jun 26, 2012 1:44 pm
by Zanieon
I use Blender to do the job, MD5 as known, is separated in MD5Mesh (the model itself) and MD5Anim (the animations), actually only Blender and 3D Max can merge both of them, but only Blender have option to save it into a recognizable format for GZDoom, MD2 or MD3.

And too only Blender can merge the 4 parts (weapon being the 4th part) of Quake 3 models using a side script to rip them.

Resuming, i know Blender interface have a "little" quantity of buttons, but is the unique program actually that can do what you want.
Also, Blender cannot rip all MD5 files from all games created with id Tech 4, ETQW and Wolfenstein 2009 uses a different code for Model compilation due to that.

Re: Best way to convert MD5 models to GZDoom

Posted: Wed Jun 27, 2012 1:24 pm
by Doctor-Dos
Interesting...

I was able to load both the mesh and the anim with Quark and convert to an md2.

But the model would actually move forward in the animation instead on "running in place" any other work arounds?

Could anyone post a brief tutorial on hoe to do this in Blender, I would greatly appreciate it!

Re: Best way to convert MD5 models to GZDoom

Posted: Wed Jun 27, 2012 2:27 pm
by Zanieon
First of all, you need Blender 2.49b, the importation/exportation scripts doesn't work in newer versions.

i dont know what Operational System you use so i'll post the 2 most useable:
MacOS
Windows

After installed both you go in C:\Documents and Settings\LocalUser\Program Files\Blender Foundation\Blender\.blender\scripts and extract this there, in Mac you extract it into the instalation folder, the scripts folder should be there.

After this you open Blender and import the model with the animations, also, to save them in MD3 with animations you must stay in the last animation frame before export it.


Well, i will not leave the scripts link online too much time, since i am giving you a method of breach registered content of a game.

Re: Best way to convert MD5 models to GZDoom

Posted: Wed Jun 27, 2012 2:43 pm
by Doctor-Dos
Thanks Revilution!

I will tinker around with this for a few months ;)