Jump to content
The Dark Mod Forums

New Request: Door Model


Springheel

Recommended Posts

Since doors are going to be models in TDM, we need a couple door models. :)

 

They should be pretty basic. One rectangular one, and a few variations of arched/rounded tops. The only tricky part is that the door will require an attachment bone(s) for us to apply the handles to it.

 

Anyone want to volunteer for this? We have many textures waiting to go, just need the models to put them on.

 

(apparently there are some door models in Odd's files, but I don't know if they're set up to have handles attached).

Link to comment
Share on other sites

Yes. If I didn't make that clear, just the basic shape of the door is needed.

Link to comment
Share on other sites

There is already one door model on CVS, it's a door from BT's mansion....although it needs to be reduced to a basic rectangle, as it has details on it that will muck up other doors. I've made a basic version from it and will upload it to CVS.

 

It's listed under, darkmod\models\darkmod\door_related

 

I've tried a few different textures on it, they all work great.

Link to comment
Share on other sites

Does it already have a bone to attach handles to? That's the important part.

 

Also, do modelers have to do anything particular to make sure the door rotates from the edge and not the middle?

Link to comment
Share on other sites

Does it already have a bone to attach handles to? That's the important part.

 

Also, do modelers have to do anything particular to make sure the door rotates from the edge and not the middle?

 

It will still need the bone attached for the handles, that I don't know how to do but for the rotation..the origin is already properly set.

Link to comment
Share on other sites

Hmm, I was looking thru the code to see where to put AF attachments in the def file, and it seems like you can only use that particular method of attaching things for actors. I guess that makes sense, since it's called AF attachments so you must attach things to an AF, which a door is not. :)

 

For doors, it looks like we'll have to use Bind to stick on the handle.

 

Here is what it says for the scriptfunction bindToJoint:

================
idEntity::BindToJoint

 bind relative to a joint of the md5 model used by the master
================

// But looking further down...

masterAnimator = master->GetAnimator();
if ( !masterAnimator ) {
gameLocal.Warning( "idEntity::BindToJoint: entity '%s' cannot support skeletal models.", master->GetName() );
return;
}

// ...

/*
================
idEntity::GetAnimator

Subclasses will be responsible for allocating animator.
================
*/
idAnimator *idEntity::GetAnimator( void ) {
return NULL;
}

 

Now, a FrobDoor is derived from a Mover which is derived from idEntity, NOT idAnimatedEntity,so a mover does not have GetAnimator overloaded on it. That means it will return NULL and BindToJoint will exit without doing anything.

 

Conclusion: I don't think BindToJoint will work on a door, so there's no sense defining a skeletal structure for a door model and creating a joint for the handle.

 

We'll probably have to make a prefab with a door and a handle and a script to bind the handle on. Or, we could change the SDK code so that doors spawn and bind their own handle from a handle model defined in their spawnargs. Which sounds better? The door/lockpick code might eventually need to know about the handle so it can turn during lockpicking anyway.

 

How do mappers usually bind things to movers? Maybe we should ask the Beta mappers?

Link to comment
Share on other sites

Hmm, I was looking thru the code to see where to put AF attachments in the def file, and it seems like you can only use that particular method of attaching things for actors. I guess that makes sense, since it's called AF attachments so you must attach things to an AF, which a door is not. :)

 

For doors, it looks like we'll have to use Bind to stick on the handle.

 

Here is what it says for the scriptfunction bindToJoint:

================

idEntity::BindToJoint

 

bind relative to a joint of the md5 model used by the master

================

 

I notice that this code mentions md5 files, but our door models are .lwo files...does this make a difference? I just uploaded the simplified door model to CVS. We can assign multiple skins to it now.

Link to comment
Share on other sites

I notice that this code mentions md5 files, but our door models are .lwo files...does this make a difference? I just uploaded the simplified door model to CVS. We can assign multiple skins to it now.

 

MD5 files are used by animated or articulated things, and it looks like Movers, which we derived our doors from, weren't set up to have animated models.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 4 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
×
×
  • Create New...