Status of dpm model format in Nexuiz?

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Status of dpm model format in Nexuiz?

Postby Julius » Mon Nov 16, 2009 7:03 pm

I am wondering what the status of the dpm model format in Nexuiz is. For my model it would be really nice to have multiple bones per vertex vertex-weights, and zym does not support it.

So is there any progress on it, and if yes how would I export to dpm from Blender?

Sorry if this question has been answered already but a quick search did not bring up a definite answer.
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Postby ai » Mon Nov 16, 2009 7:21 pm

Well, the status is that if you can do a dpm model it will most likely be included. (I will actually start animating for dpm as soon as I finished the Ivan animations).

However, there is no dpm exporter from Blender. You'd have to use .smd's and dpmodel that way. I don't know how well or if the zym exporter works for Blender but if it does, it may not be too difficult to create a dpm exporter as it's basically the same procedure.

But that's the nutshell.
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Postby Julius » Mon Nov 16, 2009 11:48 pm

Hmm, but how can I test it if it doesn't work in Nexuiz yet?

Oh and is anyone working on a dpm exporter for Blender? dpmodel seems ok, but I don't think there is a linux version, right?

IMHO if Nexuiz wants some improvement on the playermodels front (which should be one of the biggest concerns, now that the rest of the game looks quite good) they really need to work on the tool pipeline for dpms. Supply a ready made .blend with animations which can be simply exported and you will have a bunch of great player models in no time, I bet.
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Postby ai » Tue Nov 17, 2009 1:25 am

There are some files which you need to change I think to .dpm instead of .zym and recompile. However, I'm not a coder so I could just stab in the wrong place. This it was the cl_player.qc file inside data/qcsrc/server folder.
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Postby divVerent » Tue Nov 17, 2009 7:39 am

Wrong, dpm is already supported for player models. Do NOT use animinfo files any more though, but use the framegroups file dpmodel creates. dpmodel-wise this means you have to specify fps for each animation (i.e. same as zym).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby tZork » Tue Nov 17, 2009 9:40 am

Julius wrote:...
but I don't think there is a linux version, right?
...


dpmodel compiles just fine on linux
Code: Select all
svn co svn://svn.icculus.org/twilight/trunk/dpmodel
cd dpmodel
make
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Julius » Tue Nov 17, 2009 12:02 pm

Ahh ok that sound much better... so why are people still using the zym format?

Just to clarify... I can pretty much just put a dpm model in the place of a zym and everything else will be the same?
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Postby ai » Tue Nov 17, 2009 1:39 pm

It's not 'just switch to dpm', you'd have to redo all the animations for every player model. That's not easy or fast feat. If you switched to dpm with current animations everything would look exactly the same because of that 1 influence. Not much point in doing that.
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Postby Julius » Tue Nov 17, 2009 2:08 pm

Uhmm... well changing the vertex weighing doesn't mean you have to redo all the animations, but of course it doesn't make much sense to put much work into the old models which most likely will be replaced as soon as there are good new models available.
I was just referring the the all new models which are currently in construction (the butler bot for example)
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