mdl format in eduke 32?
#1 Posted 03 July 2013 - 02:58 PM
#2 Posted 03 July 2013 - 03:56 PM
#3 Posted 03 July 2013 - 06:48 PM
#4 Posted 04 July 2013 - 01:15 PM
Mark., on 03 July 2013 - 03:56 PM, said:
Does anybody know, which format that will be?
#5 Posted 04 July 2013 - 02:41 PM
#7 Posted 04 July 2013 - 10:20 PM
As for MDL, there's many games that use that extension for different formats. If Quake MDL, don't bother (it's just MD2 with internal skins and flags/framegroups/skingroups). If Half-Life or Source MDL, don't bother either as that's one terribly documented format hardly any third-party ever supported, plus creating them is a dubious enough process since most tools to produce them (especially StudioMDL) are shipped with specific game SDKs with usage rights making their use strictly intended for their own games, so it's not even legally unencumbered... And it's not like you'll ever take advantage of the bone controllers in the format anyway.
This post has been edited by leilei: 04 July 2013 - 10:24 PM
#8 Posted 05 July 2013 - 06:22 PM
Plagman, on 03 July 2013 - 06:48 PM, said:
Since we are talking long range, will clothing be included? Like Skinned Cloth, were the clothing moves with a given actor? Yes, obviously a shitload of work, but so is making the cloths
#9 Posted 08 July 2013 - 06:03 PM
Plagman, on 03 July 2013 - 06:48 PM, said:
I think he's referring to Quake 1 MDLs, which are vertex animated.
This post has been edited by StrikerMan780: 08 July 2013 - 06:04 PM
#10 Posted 08 July 2013 - 08:56 PM
#11 Posted 09 July 2013 - 06:29 AM
Mdl is generally a pain in the ass to export. IQM looks great on paper, but I don't know any games that actually use it. And before you say "Quake, derp" they are mostly using MD3 at the moment for high res stuff. What if we take on IQM and then the small team of devs go back to their day job?
Better something with more general support like FBX.
#12 Posted 10 July 2013 - 07:11 AM
#13 Posted 10 July 2013 - 08:05 AM
RangerXT, on 10 July 2013 - 07:11 AM, said:
md2 format is deprecated, you can try, but you will not get support.
Keep in mind EDuke32 gets daily updates and is under heavy construction ... just stick around for a while, and see if you can use sprites instead.
#14 Posted 10 July 2013 - 08:10 AM
#15 Posted 10 July 2013 - 10:55 AM
for now here is an old link about the very same subject, basically highlighting why md3 are here for EDuke32
http://forums.3dreal...hp/t-17809.html
So I go back to my original suggestion, stick around, learn, read a lot of forum material, try out stuff and decide for yourself.
This post has been edited by Hank: 10 July 2013 - 10:59 AM
#16 Posted 10 July 2013 - 11:33 AM
RangerXT, on 10 July 2013 - 07:11 AM, said:
#17 Posted 10 July 2013 - 01:41 PM
There can be a performance advantage going from MD3 to a skeletal format though. Less vertex morphs to cache, and could vertex shader the transformations
This post has been edited by leilei: 10 July 2013 - 01:43 PM
#18 Posted 10 July 2013 - 03:16 PM
#19 Posted 21 July 2013 - 11:24 AM
TerminX, on 10 July 2013 - 03:16 PM, said:
Shame that. Unlike it's older brother, MD2 has been improved upon. The md2 based DMD format used by that Risen3d doom port for example, or even Knightmare quake2's enhanced MD2 format with all the limits removed, are continuations of the original MD2.
#20 Posted 21 July 2013 - 11:29 AM
#21 Posted 21 July 2013 - 12:16 PM
TerminX, on 21 July 2013 - 11:29 AM, said:
Hmm, I'm not certain about this, but KMQ2's model format might be able to draw older MD2's used in DN32 modifications without conversion or loss of correct rendering. Don't quote me on that though.
DMD, although derived from MD2, isn't compatible any longer.
#22 Posted 21 July 2013 - 06:24 PM
Needs less "it would be cool..." and more "would it be necessary?"
This post has been edited by leilei: 21 July 2013 - 06:30 PM
#23 Posted 22 July 2013 - 02:33 AM
This post has been edited by Colon Semicolon: 22 July 2013 - 02:33 AM
#24 Posted 22 July 2013 - 05:19 AM
leilei, on 21 July 2013 - 06:24 PM, said:
Needs less "it would be cool..." and more "would it be necessary?"
I agree, hence why I pretty much asked what the point would be (to which I did not get any kind of satisfactory reply from "zZaRDoZz"). They must not be important variations when you ask what they offer over the original format and the person suggesting them has no answer.
#25 Posted 22 July 2013 - 06:08 AM
TerminX, on 22 July 2013 - 05:19 AM, said:
I didn't address your point directly which is my mistake. An awful 56k connection can make one lackadaisical when thinking of a proper response.
Quote
Ah, easy. Nothing that I know of.
Knightmare Q2 format at best would render the md2 models from older mods better than the extent method of converting md2s to md3s. Not being a modder myself, that "at best" has to taken with a grain of salt of course. Also, seeing as I have no idea how effective the conversion method is, hypothetically speaking, if the current protocol rendered 99% of md2 models into md3 models with no issues, then I agree. It would be a waste of your time and energy just to get that last 1%. Modders who feel their models aren't being rendered correctly should update their work with md3s converted in a program designed for that sort of thing.
If on the other hand the conversion process is only, say, 80% effective or maybe less, you have to ask, how important are 3d models to the DN3D modding community? I just started exploring what's available myself and don't know how TerminX, modders, or the majority of eduke32 fans feel.
#26 Posted 22 July 2013 - 07:05 AM
#27 Posted 22 July 2013 - 07:16 AM
Whooaa I say!
I see what your getting at now. In a world of:
Classic MD2 format alongside MD3 format.
vs.
KnightmareQ2 revamped MD2 format alongside MD3 format.
The second statement has no value at all. Eduke32 (earlier versions) already have md2 code that can run things just fine if it were reimplemented and everything you could do with limits-removed MD2 you could do with MD3. Yeeesh!
Leilei:
Quote
Now this makes sense, went right over my head the first time.
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I'll be back for yet more insightful posting the second Tuesday of next week.
G'night everyone!
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