I, Apparently Did Not Listen to these instructions correctly and thought that I was supposed to resize the model inside of blender instead of modeldef, and by simply multiplying the size and offset values by 16 my problem was fixed. Thank you So Much.giwake wrote: ↑Fri Aug 05, 2022 3:30 pm
It might also be that the model is too small or too large, try scaling it up or down and see how that affects it.
Spoiler: Original Post
I have flipped the normals and gone through every assets and tutorial page related to models, I know this is not a bug because there are other mods that display the models correctly but I could find no differences in the decorate or modeldefs that made those models work and mine not, The only explanation is that gzdoom processes first person model Textures differently than blender, noesis, or maverick model 3d. The textures only display correctly in the softpoly renderer, but that is not viable due to the renderer being laggy for me
Screenshots:
Open GL:
SoftPoly:
Maverick Model:
Blender:
Texture:
.
ModelDef:Decorate:Code: Select all
Model CraftHeavyCannon { Path "HellcrafterModels" SurfaceSkin 0 0 "HeavyCannon" MODEL 0 "HeavyCannon.md3" INTERPOLATEDOUBLEDFRAMES SCALEWEAPONFOV Scale 0.25 0.25 0.25 offset 0.0 -2.0 -0.75 AngleOffset -90 RollOffset 100 FrameIndex HEAV A 0 0 FrameIndex HEAV B 0 10 FrameIndex HEAV C 0 10 FrameIndex HEAV D 0 0 FrameIndex HEAV E 0 0 FrameIndex HEAV F 0 0 FrameIndex HEAV G 0 0 FrameIndex HEAV H 0 0 FrameIndex HEAV I 0 0 FrameIndex HEAV J 0 0 FrameIndex HEAV K 0 14 } Model CraftHeavyCannon { Skin 0 "HellcrafterModels/HeavyCannon" MODEL 0 "HellcrafterModels/HeavyCannon.md3" ROTATING Scale 8.0 8.0 8.0 offset 0.0 0.0 20.0 AngleOffset -90 RollOffset 90 //Unhide FrameIndex HVCN A 0 0 }
Code: Select all
ACTOR CraftHeavyCannon : DoomWeapon { Weapon.AmmoUse1 1 Weapon.AmmoUse2 1 Weapon.AmmoGive1 20 Weapon.AmmoGive2 400 Weapon.AmmoType1 "Clip" Weapon.AmmoType2 "HeavyCannonDurability" Weapon.SlotNumber 4 Weapon.SelectionOrder 700 Inventory.PickupMessage "You got the Heavy Cannon" Obituary "%o was mowed down by %k's Heavy Cannon" +WEAPON.PRIMARY_USES_BOTH +WEAPON.ALT_USES_BOTH Decal BulletChip States { Ready: HEAV A 1 A_WeaponReady Loop Deselect: HEAV A 1 A_Lower Loop Select: HEAV A 1 A_Raise Loop Fire: MISL B 0 A_Quake(1,4,0,1) HEAV BCDEFG 1 TNT1 A 0 A_FireCGun TNT1 A 0 A_ReFire Goto Ready AltFire: HEAV HI 2 TNT1 A 0 A_TakeInventory("Clip", 5) TNT1 A 0 A_TakeInventory("HeavyCannonDurability", 5) HEAV J 2 A_ZoomFactor(2) Goto Zoomed Zoomed: HEAV K 1 TNT1 A 0 A_ReFire("Zoomed") Goto Railgun Railgun: TNT1 A 0 A_RailAttack(20, 0, 1, red) TNT1 JIH 2 A_ZoomFactor(1) Goto Ready Flash: HEAV ABCDEF 5 Bright A_Light1 Goto LightDone HEAV BCDEFG 5 Bright A_Light1 Goto LightDone Spawn: HVCN A -1 Stop } } ACTOR HeavyCannonDurability : Ammo { Inventory.PickupMessage "Heavy Cannon Durability" // "Picked up a clip." Inventory.Amount 10 Inventory.MaxAmount 200 Ammo.BackpackAmount 10 Ammo.BackpackMaxAmount 400 Inventory.Icon "CLIPA0" States { Spawn: CLIP A -1 Stop } }