HUD MD3 Texture Stretching / Face Rotation

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TheSeventh
Posts: 13
Joined: Wed Oct 24, 2018 9:04 am
Location: +NOGRAVY

HUD MD3 Texture Stretching / Face Rotation

Post by TheSeventh »

Hey, hardcore lurker here with enough post-college free time to start working on projects and I've run into an odd issue.

I've exported a blender model and implemented it as a HUD weapon. When I went to animate said model I started having issues with the model faces rotating.

Spoiler because it is a full screen-cap.
Spoiler:
I did some research and found a few mentions of issues with interpolation. I added NOINTERPOLATION to my modeldef and was fairly happy with the result.
Upon further testing however I noticed another issue. Some of the faces (now that I'm taking screen-caps I've noticed it may be the same faces) are now stretching their textures.
Spoiler:
This is less of an issue but still undesirable.

I have attempted redownloading and trying other version of my blender md3 IO addon and have tinkered with the distance from origin (I was aware from previous experience that faces warped if they were too close to the camera) all with no change in effect.

At this point I suspect it's the blender addon and I just have a bad version but I've downloaded it from several different places including github (I think the original author's repo?) and they all produce the same result. I can however export static objects without issue.

Attached are my source files and my blender file. If anyone with more experience could take a peek to see if I'm making an obvious mistake or if the texture stretching is just something I'll have to live with that would be awesome :D .
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HAL9000
Posts: 266
Joined: Fri Mar 16, 2018 7:44 am

Re: HUD MD3 Texture Stretching / Face Rotation

Post by HAL9000 »

Your model is broken. There is no problem with GZdoom engine.

Check your blender model. If the model is ok maybe the export plugin is bricked.
Try exporting as FBX and use Noesis to convert to MD3.

Broken Model re-imported to Cinema4D:
Image
TheSeventh
Posts: 13
Joined: Wed Oct 24, 2018 9:04 am
Location: +NOGRAVY

Re: HUD MD3 Texture Stretching / Face Rotation

Post by TheSeventh »

Thanks a bunch for the suggestion about Noesis. It works very well. That being said, I actually stumbled upon a working version of the blender md3-export on this thread while looking for something tangentially related, and it doesn't suffer the same issues that my 2.6 version of the program did.

I don't know if it was my export settings but after exporting from Noesis it seemed like my model wasn't being lit by gldef lights. Exporting with the 2.7 blender plugin gave me a very smoothly lit model and adding an edge-split modifier resulted in the desired sharp-edge lighting I was hoping for.

I will definitely use Noesis in the future, despite having the working blender addon. Its huge list of supported formats make me imagine all the game assets that could be ported to Doom.
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: HUD MD3 Texture Stretching / Face Rotation

Post by Josko »

Woah! That's an awesome pickaxe dude!

Did you get the insperation from Minecraft? :D
TheSeventh
Posts: 13
Joined: Wed Oct 24, 2018 9:04 am
Location: +NOGRAVY

Re: HUD MD3 Texture Stretching / Face Rotation

Post by TheSeventh »

Josko wrote:Woah! That's an awesome pickaxe dude!

Did you get the insperation from Minecraft? :D
Ehh, I was going for a low-poly but still realistic style. That being said it's not the first pickaxe I've made and I actually have made a couple minecraft weapon meshes.

(Spoilers because screencap)
Spoiler:
I also made a bow, complete with rapid-fire mode and charge shot secondary fire :twisted:
Spoiler:
That being said, I was working on the Minecraft total conversion back in college and I haven't picked it up since.

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