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Darkplaces Unreal model support

 
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Sun Apr 11, 2010 9:00 am    Post subject: Darkplaces Unreal model support Reply with quote

According to the Wiki Darkplaces supports this.

I havn't seen any examples online or documentation regarding this.

Are there any caveats regarding file versions? Sample models I could try? Please, please no discussion of legality's. : )

I've already written an qc animation system using framegroups for md3 models, I'd love to see some Unreal stuff in action.
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JasonX



Joined: 21 Apr 2009
Posts: 92

PostPosted: Sun Apr 11, 2010 11:00 am    Post subject: Reply with quote

http://dpwiki.slipgateconstruct.com/index.php?title=Modeling_for_DP

If you're not concerned about legality, just go to gildor.org and use it's model viewer/exporter to export either MD5's or PSA/PSK's from your copy of UT3. Then test the models.
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Sun Apr 11, 2010 3:14 pm    Post subject: Reply with quote

Why MD5? I'm more interested in the technology than unreal player models for the heck of it.

Assuming it supports Unreal tech 3, what is the darkplaces renderer like when it comes to very high poly unreal models?
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JasonX



Joined: 21 Apr 2009
Posts: 92

PostPosted: Sun Apr 11, 2010 3:41 pm    Post subject: Reply with quote

As i said, either MD5 or PSA/PSK can be exported. It's up to you what to use with DP, since it supports both. DarkPlaces runs very well anything you can shoot at it, don't underestimate it's capabilities.
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Sun Apr 11, 2010 4:09 pm    Post subject: Reply with quote

Indeed.
Thanks for the model viewer link. I'm trying it with the UDK.
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Sun Apr 11, 2010 4:47 pm    Post subject: Reply with quote

Damn. Apparently umodel is broken by UDK.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Apr 12, 2010 1:22 am    Post subject: Reply with quote

If you're making models for DP, I wouldn't even bother with PSK, and just use the new IQM format instead.

DP does not support MD5.

Scavenging Unreal PSK meshes won't do you any good anyway. Unreal's model scale is at least 10x bigger than Quake's, and Darkplaces doesn't really have 'mesh properties' to adjust the origin, rotation and scale post-load that isn't entity fields.
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Mon Apr 12, 2010 3:18 am    Post subject: Reply with quote

Well, that could be fixed via entity fields.

It's a pain though, I can't find any player models to try. I don't really know what I'm looking for in the UDK.
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Mon Apr 12, 2010 1:57 pm    Post subject: Reply with quote

Whats IQM?
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JasonX



Joined: 21 Apr 2009
Posts: 92

PostPosted: Mon Apr 12, 2010 2:45 pm    Post subject: Reply with quote

http://lee.fov120.com/iqm/
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Apr 12, 2010 10:59 pm    Post subject: Reply with quote

I heard about this recently. Looks like an ideal solution for modern Quake engines, although it would benefit greatly from CSQC.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Tue Apr 13, 2010 3:29 am    Post subject: Reply with quote

Mods would have to support per frame bounding boxes.

.vector mins[256], maxs[256]; // bounding box extents relative to frame and origin
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Apr 13, 2010 11:43 am    Post subject: Reply with quote

What, no! I wouldn't interpret it like that. Even MDL supports per frame bounding boxes, but if you setsize the entity to something else, it will use that bounding box instead...
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