model questions

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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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    toneddu2000
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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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    Mizu Kitsune
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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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    toneddu2000
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Sun Jun 14, 2009 12:33 am

  • model.qc is generated when making an md3.
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    Mizu Kitsune
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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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    ai
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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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    toneddu2000
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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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    ai
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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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    Mizu Kitsune
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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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    toneddu2000
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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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    ai
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Sun Jun 14, 2009 6:54 pm

  • i havent noticed any differences in the zmodel and dpmodel svn sources. just like he said dpmodel can make md3. but if you edit the output extention of zmodel its the same to me.
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    Mizu Kitsune
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Sun Jun 14, 2009 8:28 pm

Fri Jul 31, 2009 7:53 am

  • How to save a flash animation in a website to our computer? When we surfing the net, we can save images by right clicking the particular images, But, how to save a particular flash animation? Also, When we save the web page images are saved but, flash animations are not saved. How to save those facsinating flash animations?
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    Last edited by deloresi on Sat Aug 01, 2009 7:12 am, edited 1 time in total.
    deloresi
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Fri Jul 31, 2009 8:01 am

Fri Jul 31, 2009 9:11 am

  • if you want animated model use "framegroups" option in dpmodel config, and use .dpm and .framegroups files together
    you dont need any .qc files
    engine will play animation, no mater what fps or frame count, only length is important.
    dpm + framgroups = zym + vertex weights :)
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    Morphed
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Fri Jul 31, 2009 2:45 pm

  • Morphed wrote:dpm + framgroups = zym + vertex weights :)


    What do you mean by "+ vertex weights"?

    I haven't been able to find a complete answer on how Nexuiz handles vertex weights.
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Fri Jul 31, 2009 11:06 pm

  • i dontthink it does yet. without ragdoll, or stick physics there is no need for vertex weights.
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    Mizu Kitsune
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Sat Aug 01, 2009 4:38 am

  • Mizu Kitsune wrote:iwithout ragdoll, or stick physics there is no need for vertex weights.

    Um, without vertex weights there wouldn't be any animation going on in the player models. Vertex weights are indeed used.

    @Flying Steel:
    What you mean, vertex weights are used in Nexuiz like any other game, minus the fact that it uses a rigid method, but painted weights nonetheless.
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    ai
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Sat Aug 01, 2009 2:38 pm

  • ai wrote:
    Mizu Kitsune wrote:iwithout ragdoll, or stick physics there is no need for vertex weights.

    Um, without vertex weights there wouldn't be any animation going on in the player models. Vertex weights are indeed used.

    @Flying Steel:
    What you mean, vertex weights are used in Nexuiz like any other game, minus the fact that it uses a rigid method, but painted weights nonetheless.


    I don't know if we can really call it weight"s" when all vertices are just parented to a bone or another or not at all, so that it is only on or off. It is just one weight (full) or no weight at all.

    And having different weights are much more useful than just having ragdoll physics and such, it allows smooth and reasonably simple animation to be done on a model of more than a ridiculous 1,000 tris. Because if you mesh is dense enough to have more than one face loop at a joint (and you should), you will need more than one bone, and have to animate more than one bone, just to rotate that joint and have it look okay-ish.

    And it is probably also important for to have this, in order to put into place the feature where the engine is able to rotate bones dynamically with the player aiming up and down, so that the player model appears to aim up and down in the same way. It looks really, really primitive not having this- player models shoot up and down at you while aiming and looking at the horizon.

    We will need these things and LoD support on the codeside before player models can look as good as the rest of Nexuiz or a modern game, instead of looking like the crapiness they currently are and being the far and away weak link in Nexuiz' otherwise awesome graphics engine.

    My feeling and hope is the reason the code for handling character model graphics in Nexuiz is so backwards is because no one has worked on creating a new set of character models with all the content-side bells and whistles (like LoDs) to make these code improvements useful and obvious. So my thinking is that when I have finished creating my new set of character models for Nexuiz, there will be the necessary incentive to make this all happen.
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