model questions

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model questions

Postby toneddu2000 » Sat Jun 13, 2009 3:31 pm

I'm confusing about frame animation numbers. If I want to create a model with smooth animation that, for example makes a jump animation in 20 frames, is it possible to realize?
Which .qc file i've to modify and, if I modify this file, will the other models use this frame number for walk animation?
Thanks guys! :)
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Postby Mizu Kitsune » Sat Jun 13, 2009 3:34 pm

just edit your config-zym.txt or model.qc when making a zym or md3.
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Postby toneddu2000 » Sat Jun 13, 2009 9:00 pm

Thank you! But I remained confused :D ! If I edit config-zym.txt, will the engine understand my changes and use more frames ONLY on that model? And also, I can't find model.qc in the game sources! :shock:
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Postby Mizu Kitsune » Sun Jun 14, 2009 12:33 am

model.qc is generated when making an md3.
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Postby ai » Sun Jun 14, 2009 7:15 am

Mizu Kitsune wrote:model.qc is generated when making an md3.

That is not always the case. It depends on what you use to create the .md3. Milkshape can create .qc files, some md3 converters as well I believe. dpmodel (which I use) do not create those.

One could create .qc files by hand of course, renaming .txt to .qc if one wishes to. But one needs to know what code to put in there.
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Postby toneddu2000 » Sun Jun 14, 2009 10:07 am

Thanks a lot all! Now haze is slowly desappearing from my brain! :D So, if I create a qc in the model directory I can set a bunch of settings only for that model, isn'it?
Only two last questions for ai:
It would be possible to have a link of a qc file of a whatever model?
What's dpmodel and where it could be found?

Thx guys
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Postby ai » Sun Jun 14, 2009 2:52 pm

Yes, a .qc file is generally only for that model. With other words, whatever settings and stuff is in the .qc file will get compiled into the .md3 later on and will only be applied to that model.

Here is a example .qc file for the flags I made way back. Where I specified what texture should be used for what part of the model. I had 4 different separated parts of the model where each could use it's own UV layout and own texture for it (however I ended up using one same combined layout I believe). But you could use several overlapping UV layouts if you so choose.
Anyway, I do not know all the code which could be used in a .qc-file but I didn't really need to know it all anyway. If you wish you could try to study up on it.

There is also the possibility of defining how many frames an animation is and stuff, however it didn't really work well for me for some reason. I think my Milkshape or my approach was off.
This is one of the reasons why I switched to dpmodel (also Milkshape costs money so you'd save those pennies -_^).

Dpmodel can be found here: http://icculus.org/twilight/darkplaces/ ... 2beta1.zip
However, dpmodel is updated all the time and you can go to this link to check the different versions and stuff: http://icculus.org/twilight/darkplaces/files/?M=D

There is a readme and an example of how to convert your model into .md3. But keep in mind, in order to do that you'd need an .smd file of the model first. I don't know if more, and if so which ones, file extensions are supported. Someone would have to clarify that.
Good luck!
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Postby Mizu Kitsune » Sun Jun 14, 2009 4:35 pm

there's also zmodel for making zyms, dpmodel for dpms, then regular mdl and md3 compilers on the net.
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Postby toneddu2000 » Sun Jun 14, 2009 4:50 pm

Thanks a lot ai for the complete explanation and Mizu for the clarification!
I've only a doubt:is zmodel a fork of dpmodel?Or I have to use zmodel for making animated objects(players,vehicles) and dpmodel to make static objects(props,strucural elements,etc)?
Infact I notice that the structure seems to be equal: I export all the smds, I create a config file, I run the program and it outputs the model
However thx, you clarify me a big doubt!
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Postby ai » Sun Jun 14, 2009 5:23 pm

I don't really know what's the difference from zmodel and dpmodel more than the format they are outputting. .dpm's are better I hear but Nexuiz uses .zym for the player models. However, you _could_ use .dpm for player models as well but then you'd have to change the code in some other folder in a .qc file, if I recall correctly.

Both zmodel and dpmodel should support static models, I know for a fact dpmodel does, I don't see why zmodel shouldn't either. The only reason why I use dpmodel is that it does in fact create a .md3 file as well without any hassle. You won't need .qc file or anything. Just your .smd model and convert it and you get one .dpm file and one .md3 file. No need to download some .mdl or .md3 compilers. In fact, if you want .mdl you can just simply change the .md3 extension to .mdl and it works (I've tried it).

So with other words, dpmodel is supreme. :)
Zmodel is just if you want the .zym extension (for current Nexuiz player models or other models that has bone/skeleton animation).
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