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 Post subject: KoraxMod models
PostPosted: Sat Aug 15, 2009 4:25 am 
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Joined: Fri Aug 14, 2009 7:11 am
Posts: 3
Hi, I am here to make a question about korax mod 3D models.
How I can insert more 3D models in the game?(I already have then)


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 Post subject: Re: KoraxMod models
PostPosted: Sat Aug 15, 2009 9:15 am 
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Joined: Fri Aug 14, 2009 7:11 am
Posts: 3
So, 4 views and 0 replies :? :evil: orcspash
I really need help please someone tell me orcspash


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 Post subject: Re: KoraxMod models
PostPosted: Mon Aug 17, 2009 8:59 am 
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2D Artist
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Joined: Thu Apr 25, 2002 12:01 am
Posts: 3105
Location: Mexico
Patience is a virtue my friend! ;)

To add new models for KMOD you have to edit ModelDef.txt, the syntax is simple enough:

Code:
*MAN1
(offset:30)
0 md2/i_bmana.MD2 idle
1 : idle
2 : idle
3 : idle
4 : idle
5 : idle
6 : idle
7 : idle
8 : idle

In this particular case the first line MUST have an * on it followed by the name of the sprites it will replace as EXACTLY used in the wad file, so it must be all capital letters :).

The second line is where the model is located on, 0 represents that it's the model definition, if you put anything different it would be to use a single frame from other model, which is not the case.... in this case it's inside a 'md2' subdirectory in the same directory where KMOD.exe is located, then comes the name of the MD2 file, finally the 'idle' keyword is used to describe an object that is not going to move from it's current place, I don't recall why this must be specified thought...

Then comes the frames definition, IIRC, they will be automatically mapped to the sprite frame they represent, again, 'idle' must be specified for inert map things.

OK some more properties available for models:
under the first line of the model definition the following properties can be defined:

    (offset: xxx) - Indicates an offset for the model in case it's origin isn't set correctly ingame.
    (scale: from 0.1 to 1.0) - scale the model will use.
    (height: xx) - Vertical offset for the model's origin.

Other properties for models:

    bright - Indicates the model will be fully bright.
    shadow1 - Gives 0.3 of transparency.
    shadow2 - Gives 0.6 (less) transparency.
    brightshadow - Gives 0.8 of transparency and makes it additive (like the projectiles in newer sourceports).
    autoscale - Scales the model to the same height of the sprite, I'm not sure, but I think this one had a bug.
    spin - Makes model to automatically spin 360 degrees (like items in quake).
    movpitch - Makes the model to pitch rotate when launched with vertical speed (for projectiles mostly).

    Finally, some more notes on MD2 support, it's limited to a certain number of triangles for models, so some newer models (for example the latest ones for Doomsday) can't be used because they exceed the triangle number. There might be useable ones thought. Second, submodel support was never added to KMOD, so if you want to have things like a transparent sphere with something inside it, it's not possible... and third, the skins MUST be in PCX format, yes, I know, pretty ancient stuff, but that's how things work ;).

    Hope this helps you out.

    _________________
    I'm the ruler of the Fire Power.....


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     Post subject: Re: KoraxMod models
    PostPosted: Mon Aug 17, 2009 12:27 pm 
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    Joined: Fri Aug 14, 2009 7:11 am
    Posts: 3
    thank you helped me so much, but in the future you plan to add more models to Kmod?
    and the project is runing good?
    you havwe a new notice of it?


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     Post subject: Re: KoraxMod models
    PostPosted: Mon Aug 17, 2009 7:11 pm 
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    2D Artist
    2D Artist
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    Joined: Thu Apr 25, 2002 12:01 am
    Posts: 3105
    Location: Mexico
    Nope, we don't have plans to add anything else to KMOD. We are working on a small patch to fix the most serious bugs in KMOD 3, but it will stay in beta stage, we don't plan to develop this project anymore. Instead, we'll focus our efforts in Korax Arena and in Scattered Evil :). Thanks for the interest thought!

    We don't have any ETA on the next KMOD patch, but it's not too far away ;).

    _________________
    I'm the ruler of the Fire Power.....


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     Post subject: Re: KoraxMod models
    PostPosted: Sat Aug 22, 2009 6:55 pm 
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    Joined: Sat Jun 14, 2008 10:57 am
    Posts: 78
    Firebrand wrote:
    Nope, we don't have plans to add anything else to KMOD. We are working on a small patch to fix the most serious bugs in KMOD 3, but it will stay in beta stage, we don't plan to develop this project anymore. Instead, we'll focus our efforts in Korax Arena and in Scattered Evil :). Thanks for the interest thought!

    We don't have any ETA on the next KMOD patch, but it's not too far away ;).

    Wait a second.... Will Scattered evil fully work with individual maps/mapsets/hubs? It is a must have.


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     Post subject: Re: KoraxMod models
    PostPosted: Sun Aug 23, 2009 6:57 am 
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    2D Artist
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    Joined: Thu Apr 25, 2002 12:01 am
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    Location: Mexico
    I agree completely, but you are forgetting SE won't be based on KMOD, but Vavoom engine ;).

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