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Darkplaces Unreal model support

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Swift Joined: 26 Jan 2010 Posts: 44 |

Posted: Sun Apr 11, 2010 9:00 am Post subject: Darkplaces Unreal model support |

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 |

Posted: Sun Apr 11, 2010 11:00 am Post subject: |

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 |

Posted: Sun Apr 11, 2010 3:14 pm Post subject: |

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 |

Posted: Sun Apr 11, 2010 3:41 pm Post subject: |

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 |

Posted: Sun Apr 11, 2010 4:09 pm Post subject: |

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 |

Posted: Sun Apr 11, 2010 4:47 pm Post subject: |

Damn. Apparently umodel is broken by UDK.

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Apr 12, 2010 1:22 am Post subject: |

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 |

Posted: Mon Apr 12, 2010 3:18 am Post subject: |

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 |

Posted: Mon Apr 12, 2010 1:57 pm Post subject: |

Whats IQM?

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon Apr 12, 2010 2:45 pm Post subject: |

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

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Apr 12, 2010 10:59 pm Post subject: |

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 |

Posted: Tue Apr 13, 2010 3:29 am Post subject: |

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 |

Posted: Tue Apr 13, 2010 11:43 am Post subject: |

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... _________________ Look out for Twigboy

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