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About Marscaleb

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    Green Marine
  1. Is it possible to use multiple textures on an MDx model? If so, how does one set it up? I created a sample mesh just to test various export/import options. which I converted to an MD2 file (since I can't find tutorials for MD3) and apart from it not taking the xyz coordinated in the order I had hoped, the only problem I had was that while I had created an object with three material slots, I could only apply one texture to the model. So I'm wondering, is it even possible to apply multiple textures to a model in 3DGE? If so, what is the syntax I use in the ddf? And are there any other restrictions I face? (like, does it only work in certain formats, etc.)
  2. These are amazing! That said, I'm curious how hard it might be to make some of these into actual skybox textures. I could probably pop a lot of them into a 3D program and map them around a cylinder, but getting images for the top and bottom planes would be challenging...
  3. So I'm making a mod, and I want to use entirely original assets. New monsters, new setting, etc. One of the issues with that which I have been debating is if I want to use 3D models for the monsters, or sprites. I have been leaning towards sprites, because Doom was really designed for sprites and they altogether feel better than meshes do. But since I'm creating all-new artwork for my monsters, using sprites would require a lot more work than 3D models would, especially for adding monsters that are effectively visual variants. So while I debate my little quandary, I thought I might ask other for their thoughts and opinions. If we assume that I will be creating generally the same quality of art, do you tend to think that sprites or meshes work better? And why? One other thing I'd mention. If I made meshes, I'd likely make them low-poly. Since the textures I've been creating are low-res, I have a period aesthetic going on. I'd need the monsters to match the world.
  4. I'm just curious, what did the MD5 format bring to the table that MD4 didn't have? MD1 to MD2 brought interpolation between frames. MD2 to MD3 made animations more precise so the vertices didn't wobble. MD3 to MD4 brought about use of skeletal animations. But what does MD5 have that MD4 didn't? I tried googling it but it kept directing me to other formats and things called MD4.
  5. Well, yeah, I'm more comfortable with working in powers of two than I am in base ten, but that comes from all my time spent building levels in powers of 2. Doom, Duke 3D, Unreal Tournament... Yeah it is easy for me. But even so, it's a learned skill. And when Id was building Doom, they didn't have ten years of experience building maps for Unreal Tournament that shifted how they thought of these levels. So I was thinking back, and wondering why they set up the game this way. Thanks fraggle; that's a very good explanation. And I'd consider myself an amateur programmer, but still that was an effective explanation.
  6. I was thinking about this the other day, and I'll bet someone here knows the technical reasons behind this. So in a modern game, textures tend to be in powers of two because that's how graphics cards handle them. Even if the engine itself "could" support textures with odd dimensions, the hardware actually forces the dimensions of the textures. But, what actually set the limits for textures in Doom? There were a number of wall textures and sprites that were various odd-sizes, and yet the walls were usually 64x128, powers of two. But they apparently didn't have to be. And if there were no arbitrary restrictions for sizes, using powers of two seems like an odd choice when you could have made the walls be 50x100 or some dimension that makes sense to humans. Was there actually some sort of technical reason most walls were 128 texels tall? Why then were some a different size?
  7. Yeah, I really should have been more specific when I said "and the various quake games."
  8. QuakeOne never sends out the confirmation email I need to finish registering. EDIT: Disregard the above; it finally went through this time. Also, while I have been saying "Quake" I mean to also include Quake 2 and Quake 3. A nice forum to visit if I were ever to build a mod for one of those games, or just had some question about them.
  9. I know this question is a bit improper, but, well, I can't seem to find an answer on my own. Where can I find a good Quake forum? This forum has been very helpful and insightful with all of my questions regarding everything Doom. But from time to time I have had questions about Quake and the various quake games. So I'd like to find a helpful forum dedicated tot he Quake community. Google searches have not yielded productive results. I keep thinking I would search for "Quake World" to find something similar to Doom World, but Quake World is the name of a specific release of Quake 1, and that doesn't bring the results I hoped for. I tried searching for "Quake forum" and the only results I find are foreign language forums, and one forum that won't send out its registration email. So I'm now just asking people here. Is there a decent and active community dedicate to the Quake games, and where is it?
  10. Huh? I could have sworn I had seen this mentioned before. Then what is the big difference between the MD2 and MD3 files? @Kappes Buur I fail to see how that is pertinent to what I asked.
  11. I want to put some 3D meshes into my mod. This of course requires creating some MD2 or MD3 files. But unfortunately, I have no experience nor knowledge here. So I'm hoping someone can either direct me to a good tutorial that tells me what I'll need to know, or at least give me a run-down of the tools I would need. I already understand some basics; I know that MD2 files are used in Quake 2 and MD3 are used in Quake 3, and as such the animations in MD2 are vertex animated but the MD3 files support skeletal mesh animations. And I understand that the textures are stored separately from the MDx file. And based on things I've read recently, I guess the animations are stored as one long sequence, so if I want to play a character's running animation I'd need to play frame x through Y, and the idle animation is frames a through b, etc. Beyond that I don't know much else about the formats. Like are there reasons to use MD2 over MD3, like perhaps it is still better for static meshes? Or can the MD3 format support vertex animations as well, so there is really no reason to use MD2 at all? What do MD5 files grant me? Is every frame a keyframe, and how are keyframes handled? And just any other "common" knowledge I ought to be aware of before making a wrong assumption. I am NOT new to creating 3D meshes and animations. (Still pretty amateur, but not new.) I work with an old version of Maya I got several years ago. But out of the box, Maya doesn't seem to be able to read MD2 files. So one of the primary questions I have is, what can I use to view and export MD2/3 files? I've searched a bit online, and while I have found a few tools that will let me convert MD2 files into something I can open in Maya, I don't know what I can use to convert a mesh/animation I have made into an MDx file. The best I have seen are people mentioning a plug-in for Blender. And while Blender is free and I *can* get it, I still am not familiar with Blender, and I would like to avoid having to go through too many conversions and install too many tools just to get an MDx file created. Also, I would like a simple ability to view an MDx file without having to convert it. (Some times things get lost in conversion.) A tool/plug-in that could do that too would be appreciated.
  12. Well, they didn't have it in Quake 1, and it worked out there. It just forces my hand a bit. The more high-res a model looks, the more obvious it will be that something is wrong. And if I shift my designs to reflect the shading, It can work. But I just can't put in anything; I have to create models designed to work with this limitation.
  13. Ah! That sounds more believable. Hmm, I could deal with that, especially if the animations don't interpolate. Maybe no interpolation but with more frames, like in Hexen II. Yup, all of which can be done with modern Doom mods. I was thinking more along the lines of having them explode into lots of pieces. Or maybe remove a chunk of the model (head, limb, etc) and have a lot of blood gush out of the opening while a flailing animation plays. Although that would require some extensive work to establish a point to gush from. But yeah, thanks for the input. I dislike the sad attempts at gory deaths as well. Ahhhh, that is one I hadn't thought about. Hmmm, this may be a breaking point. I mean, I want it to look old school and low res, but... That might be too much. I guess if the monsters are designed right they won't look too bad, but this is going to sway my decision a lot.
  14. So... You are suggesting that I could avoid the bulk of the problems if my enemies werebuilt as 3D models from the ground up. I'm leaning toward using 3DGE, so I would have easy yet powerful control over the animation. I could easily bypass problems with trying to synch up the animation with sprite frames. Ah! See, that's the kind of thing I need to know! Hmm, if I were to make the animation have no interpolation (ala Quake 1) then it likely wouldn't look too awkward to have them suddenly face new angles. Of course, they would still be sliding across the ground at a smooth rate unless there is an easy way to revise that. ...Are you sure the monsters are limited to 45 degree angles all the time, and not just how they are placed in the map? Because the player can face them at any angle and they have a tendency to face the player when they shoot you.
  15. So I'm trying to plan out how to go about doing this mod I'm working on. Specifically, I am trying to decide if I want to make the enemies as sprites or as 3D models. Now, this mod is going to be a TC, I'm going to replace everything and build something new from the ground up, (except, obviously, the code.) So I will be creating new monsters. The art style I am pursuing is largely keeping it old-school. Low-res textures and stuff. I am planning on putting in at least *some* 3D models, usually just as static decoration, so it won't be out of place to have my monsters be built as 3D models, as long as they still have low-res textures and low poly counts. I would also consider making the animations have no interpolation so they have the jerk movements seen in Quake 1 and Hexen 2, but that's not set in stone. But here's the thing. Whenever I look at the Doom Mods that use 3D models for the monsters, (or for that matter, the ones in Duke 3D and Shadow Warrior,) they look really bad. Now I don't mean so much about the artistry of the models themselves but they just seem to move and act all... quirky and weird. They don't seem to move or turn naturally, they usually have jerky animation frames, and there just seems to be something off about them in general. There could be a number of reasons why; I mean, the game was built around having sprites for the monsters so maybe there is just some fundamental designs in how they move that won't look right no matter what. Or maybe it is something with the way the engine is trying to call animation frames that make sense for both sprites and 3D models, and a bit of behind-the-scenes tweaking could fix the problem. Or maybe it is just the 3D models I am looking at just have poorly-done animations, and re-working the new assets will avoid the problem. I just sat down and watched how the monsters move in the Doom mods, and how the characters move around in Quake 1 and Quake 2. I can spot a number of differences, but... Well the real question is, are these differences that would HAVE to exist, even if I create new monsters? If it was just that these models were poorly animated, I could tweak mine to look better. If it is just a problem with how they are trying to line up with the animation frames of the original, well maybe I could give my monsters simpler animation calls that run better with 3D models. Or maybe this is a fundamental issue with how the monsters move and animate in a game designed for sprites, and the only way I could fix it is to re-write the game's base logic. That's what I'm really trying to figure out. What would need to be done to have 3D monsters in Doom look as proper as they do in Quake 1 or 2? Can a Doom mod use 3D monsters and actually have them look good? What are the Quake monsters doing that the Doom monsters are not?