Models shown in doombuilder properly, missing in game
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Models shown in doombuilder properly, missing in game
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
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
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Re: Models shown in doombuilder properly, missing in game
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.
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.
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Re: Models shown in doombuilder properly, missing in game
Sounds like it should be fixed in the engine. I just never came across a model using backslashes here.
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Re: Models shown in doombuilder properly, missing in game
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.
I will try a newer SVN of GZDOOM maybe it works then
EDIT: using a newer SVN has no effect.
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Re: Models shown in doombuilder properly, missing in game
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.
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Re: Models shown in doombuilder properly, missing in game
_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.
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Re: Models shown in doombuilder properly, missing in game
OK, it’s not big deal to fix it. The topic can be moved to Bugs subforum.
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Re: Models shown in doombuilder properly, missing in game
_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 ?
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Re: Models shown in doombuilder properly, missing in game
You use the SurfaceSkin property.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?
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.)
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Re: Models shown in doombuilder properly, missing in game
AFADoomer wrote:You use the SurfaceSkin property.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?
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!

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- Lead GZDoom+Raze Developer
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Re: Models shown in doombuilder properly, missing in game
The code change was adding one line and was just done.
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Re: Models shown in doombuilder properly, missing in game
Graf Zahl wrote:The code change was adding one line and was just done.
DUDE YOU ROCK!

Case closed.
Thumbs up!





