Models shown in doombuilder properly, missing in game

Ask about editing graphics, sounds, models, music, etc here!
Shaders (GLSL) and SNDINFO questions also go here!

Moderators: GZDoom Developers, Raze Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

Hey guys,

I have a PK3 here with some models from Enemy territory

The problem in a nutshell: Models are shown in DOOMBUILDER properly and without errors. But they are missing in game, they are not rendered for unknown reason.

DECORATE AND MODELDEF work fine and properly so it has to do with the models themselves.

somebody may have a look into this and chek it out. The pk3 has a demo map so open up in Doombuilder (UDMF FORMAT) and try around. Further instructions and example images are included in the pk3.


I cannot complete this models resource PK3 without solving this issue.

https://drive.google.com/open?id=1uB_bR ... mibproYenh
_mental_
 
 
Posts: 3794
Joined: Sun Aug 07, 2011 4:32 am

Re: Models shown in doombuilder properly, missing in game

Post by _mental_ »

As you didn't specify skins for missing models in MODELDEF lump textures assigned in .md3 file should be used.
Their paths contain backslashes \ instead of / (for example, models\mapobjects\ktrees\leaf021.tga instead of models/mapobjects/ktrees/leaf021.tga)
GZDoom expects paths with forward slashes only. It seems Doom Builder resolves paths with any separators while GZDoom is certainly doesn't do this.
You can either set skins explicitly in MODELDEF or change paths to textures in .md3 files.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48595
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Models shown in doombuilder properly, missing in game

Post by Graf Zahl »

Sounds like it should be fixed in the engine. I just never came across a model using backslashes here.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

now this is interesting, it would be really good if the engine resolves it, because I have no possibility available to edit skin paths contained directly in the models themselves...


I will try a newer SVN of GZDOOM maybe it works then

EDIT: using a newer SVN has no effect.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

Graf Zahl wrote:Sounds like it should be fixed in the engine. I just never came across a model using backslashes here.


These models were originally made for Wolfenstein ET. MAybe this has to play some role.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

_mental_ wrote:As you didn't specify skins for missing models in MODELDEF lump textures assigned in .md3 file should be used.
Their paths contain backslashes \ instead of / (for example, models\mapobjects\ktrees\leaf021.tga instead of models/mapobjects/ktrees/leaf021.tga)
GZDoom expects paths with forward slashes only. It seems Doom Builder resolves paths with any separators while GZDoom is certainly doesn't do this.
You can either set skins explicitly in MODELDEF or change paths to textures in .md3 files.

"You can either set skins explicitly in MODELDEF or change paths to textures in .md3 files."

In MODELDEF I have the problem that I can only define 1 skin per model. What shall I do with models using more than 1 skin?

How can I change the path in the model itself? Is there a software for this? On the other hand it would be easier to change the engine than to open hundreds of models and edit the skin paths...

and it would also resolve the same problem I have with other modelpacks I made.
_mental_
 
 
Posts: 3794
Joined: Sun Aug 07, 2011 4:32 am

Re: Models shown in doombuilder properly, missing in game

Post by _mental_ »

OK, it’s not big deal to fix it. The topic can be moved to Bugs subforum.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

_mental_ wrote:OK, it’s not big deal to fix it. The topic can be moved to Bugs subforum.

okay so I just wait for next GZDOOM SVN ?
User avatar
AFADoomer
Posts: 1304
Joined: Tue Jul 15, 2003 4:18 pm

Re: Models shown in doombuilder properly, missing in game

Post by AFADoomer »

WARCHILD_89 wrote:In MODELDEF I have the problem that I can only define 1 skin per model. What shall I do with models using more than 1 skin?
You use the SurfaceSkin property.

For specific details, I just wrote up a post explaining how to do this here.

(And, yes, you can probably just wait until the next dev version after this gets fixed... It will depend on how long it takes for the devs to make the code changes, so might not be in the next dev build compile, or even the one after that. Or it might be.)
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

AFADoomer wrote:
WARCHILD_89 wrote:In MODELDEF I have the problem that I can only define 1 skin per model. What shall I do with models using more than 1 skin?
You use the SurfaceSkin property.

For specific details, I just wrote up a post explaining how to do this here.

(And, yes, you can probably just wait until the next dev version after this gets fixed... It will depend on how long it takes for the devs to make the code changes, so might not be in the next dev build compile, or even the one after that. Or it might be.)


AWESOME! 8-)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48595
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Models shown in doombuilder properly, missing in game

Post by Graf Zahl »

The code change was adding one line and was just done.
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Models shown in doombuilder properly, missing in game

Post by WARCHILD_89 »

Graf Zahl wrote:The code change was adding one line and was just done.

DUDE YOU ROCK! 8-) this was the final soluton to my problem!

Case closed.


Thumbs up! 8-) 8-) 8-) 8-) 8-) 8-)

Return to “Assets (and other stuff)”