Author Topic: model formats  (Read 5178 times)

Crava_Loft

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model formats
« on: August 23, 2010, 12:10:49 am »
I think with the release of wolfenstein enemy territory it shouldn't be hard to port its model loading code to tremulous.
(it is also stable)
If the modelers still have the model source files it would take a little work to export them in w:et format

There is also a second option: http://lee.fov120.com/iqm/
This provides a complete tool chain
« Last Edit: August 23, 2010, 12:15:26 am by Crava_Loft »

gimhael

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Re: model formats
« Reply #1 on: August 23, 2010, 06:43:33 am »
The wolfenstein code was released under GPLv3, so if you want to incorporate some Wolfenstein code into Tremulous, Tremulous has to switch to GPLv3 too.

I thought about IQM support in Tremulous, the format is a lot simpler than MD5 and the renderer code for loading / rendering a model should be pretty easy. With the current animation system you could only switch between the poses stored in the file, for control of individual bones you'd need a new cgame api.

Crava_Loft

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Re: model formats
« Reply #2 on: August 23, 2010, 09:42:18 am »
You look at it from the wrong side. Be positive. Don't worry, no one will ever change the model format, no matter what. You don't need to list the obvious obstacles.
« Last Edit: August 23, 2010, 09:47:32 am by Crava_Loft »

gimhael

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Re: model formats
« Reply #3 on: September 05, 2010, 10:40:45 am »
Work in progress:



(The scale of the example IQM model is much smaller than the usual trem models)

The whole model can be animated as usual, but animating individual bones is not implemented, because that would require a new API.

PS: this model cannot be rendered in a standard tremulous client because it also breaks the infamous 1000 vertex limit.
« Last Edit: September 05, 2010, 10:43:03 am by gimhael »

Fox One

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Re: model formats
« Reply #4 on: September 05, 2010, 06:41:52 pm »
PS: this model cannot be rendered in a standard tremulous client because it also breaks the infamous 1000 vertex limit.
There is, of course, a way around the vertex limit. I know for a fact that this method works in Blender. All you have to do is split up your mesh, assuming it is a single Object that you would be exporting as a single .md3 file. If you select a section of the mesh of your single object and split it into another object (press P after selecting an area), each object can contain up to 1000 vertices. Multiple objects can be exported as a single .md3, as long as you select all of them at the same time before running the exporter.
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gimhael

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Re: model formats
« Reply #5 on: September 05, 2010, 09:00:25 pm »
I'm not sure that you can split an IQM model into multiple objects without disrupting the bone hierarchy, but as you can see from the screenshot, the vertex limit can also be lifted by changing the renderer.

Crava_Loft

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Re: model formats
« Reply #6 on: September 12, 2010, 12:10:36 am »
bump the limit. it is stupidly low anyway.
you can also split the models and use the tag system to join them back. but it is stupid.
one of the main points of using a skeletal model is getting rid of segmented models. thus giving you more realism.

anyway it is a good start