Hi, I am currently working on a 3DGE mod and I have many question.
Few of them are these:
-What are ROQ video and how can I use them
-How do I use MD2 or MD3 models
-Can I use MD2 or MD3 to create a bridge or something similar
-How to create a polyobject such as a swinging door
Thank you for your time.
Help me out!
Re: Help me out!
"johannharding"
Also, you'll need this. http://edge.sourceforge.net/edit_guide/overview.htm
And this; http://edge.sourceforge.net/phpBB2/index.php
Specific answers to your questions can be found at this forum should the old message board not cover something .
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
I'm the second worst Edge supporter to be fielding your questions but I'm quite bored.Hi, I am currently working on a 3DGE mod and I have many question.
ROQ is a quake3 video format for cutscenes.Few of them are these:
-What are ROQ video and how can I use them
Inside your edge folder you'll find some demo wads. Pop these open to see how things are setup. You want the one called MD2demo which can be opened with a wad editor. There's also a readme file by that name which is rather interesting.-How do I use MD2 or MD3 models
You could, although that's an awkward way to do it. the best way is to use edges 3d floors system.-Can I use MD2 or MD3 to create a bridge or something similar
Edge doesn't support polyobjects yet. You'd have to use the old "many raising cake slices in sequence" trick.-How to create a polyobject such as a swinging door
Also, you'll need this. http://edge.sourceforge.net/edit_guide/overview.htm
And this; http://edge.sourceforge.net/phpBB2/index.php
Specific answers to your questions can be found at this forum should the old message board not cover something .
Awww shucks, don't mention itThank you for your time.
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
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Re: Help me out!
Next round:
-What are Slider
-Can I and How do I use ROQ
I will check in the demo wad Thank you again
-What are Slider
-Can I and How do I use ROQ
I will check in the demo wad Thank you again
Re: Help me out!
johannharding wrote:Hi, I am currently working on a 3DGE mod and I have many question.
Few of them are these:
-What are ROQ video and how can I use them
-How do I use MD2 or MD3 models
-Can I use MD2 or MD3 to create a bridge or something similar
-How to create a polyobject such as a swinging door
Thank you for your time.
ROQ Video is the cinematic format that was designed for Quake 3: Arena - though it is not currently working correctly in 3DGE 1.36, so that feature will be saved for 1.37. Sorry about the confusion there.johannharding wrote: -What are ROQ video and how can I use them
MD2 and MD3 models (no tag support yet) can be used in place of anything, really. From the documentation,johannharding wrote: -Can I use MD2 or MD3 to create a bridge or something similar
Like Z said, PolyObjects are not supported yet.Any state frame can specify a model by using
the special '@123' or '@framename' syntax for the frame (instead
of a letter). The number is the absolute frame number in the MD2
model, beginning at 1, or you can use the frame name. Examples:
STATES(IDLE)=TROO:@5:7:NORMAL:NOTHING; // the 5th frame
STATES(IDLE)=TROO:@run3:7:NORMAL:NOTHING; // frame called "run3"
The model itself must be stored in a wad, and the lump name is
the sprite base ("TROO") plus "MD2" on the end --> "TROOMD2".
The skin of the model is the sprite base ("TROO") plus "SKN1"
on the end --> "TROOSKN1". There should be a definition for it
in IMAGES.DDF using the sprite namespace --> [spr:TROOSKN1].
Other skins can be used. The command "MODEL_SKIN=3" in a thing
or weapon definition will use the third skin --> "TROOSKN3".
Upto nine skins can currently be used (1 to 9). The skin can
also be changed dynamically by using the SET_SKIN(##) action
in the state frames.
These extra commands can be used in THINGS.DDF:
MODEL_SCALE=1.5; // draw the model bigger
MODEL_ASPECT=0.7; // make the model fatter/skinnier
MODEL_BIAS=24.0; // add this to every z coordinate
These commands can be used in WEAPONS.DDF:
MODEL_ASPECT=1.0; // make the weapon fatter/skinnier
MODEL_BIAS=0.0; // add this to every z coordinate
MODEL_FORWARD=2.2; // move the weapon forward/backward
MODEL_SIDE=-3.5; // move the weapon right/left
Note: there is no MODEL_SCALE command for WEAPONS.DDF (scaling
has no effect because the model is drawn at the camera point).
Changing MODEL_FORWARD, MODEL_SIDE and/or MODEL_BIAS can have
a huge impact on the apparent size of the weapon.
Slider, as in sliding doors? Or the DDF Command? Please be specific.-What are Slider
Hope this answers your questions. If you need specific help please post it in the Help! section. I have moved this topic.
\(סּںסּَ` )/ۜ
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Re: Help me out!
As in the DDF line command, i thought it was polyobject
L SLIDER.DISTANCE [float] How far the slider opens, specified as a percentage of the total line length.
L SLIDER.PAUSE_TIME [time] The length of time the slider should remain open, before closing again
L SLIDER.SEE_THROUGH [boolean] Denotes whether the slider is see-through or not. If so, then monsters line of sight will not be blocked by this line.
L SLIDER.SFX_CLOSE [sound] The sound to play while the slider is closing.
L SLIDER.SFX_OPEN [sound] The sound to play while the slider is opening.
L SLIDER.SFX_START [sound] The sound to play when the slider starts moving.
L SLIDER.SFX_STOP [sound] The sound to play when the slider stops moving.
L SLIDER.SPEED [float] How fast the slider moves when it opens and closes. Specified in distance per tics.
L SLIDER.TYPE [special] Specifies where the slider opens from. Can be either LEFT, RIGHT or CENTER.
http://firstgentc.webng.com//ddf_online/index.htm
L SLIDER.DISTANCE [float] How far the slider opens, specified as a percentage of the total line length.
L SLIDER.PAUSE_TIME [time] The length of time the slider should remain open, before closing again
L SLIDER.SEE_THROUGH [boolean] Denotes whether the slider is see-through or not. If so, then monsters line of sight will not be blocked by this line.
L SLIDER.SFX_CLOSE [sound] The sound to play while the slider is closing.
L SLIDER.SFX_OPEN [sound] The sound to play while the slider is opening.
L SLIDER.SFX_START [sound] The sound to play when the slider starts moving.
L SLIDER.SFX_STOP [sound] The sound to play when the slider stops moving.
L SLIDER.SPEED [float] How fast the slider moves when it opens and closes. Specified in distance per tics.
L SLIDER.TYPE [special] Specifies where the slider opens from. Can be either LEFT, RIGHT or CENTER.
http://firstgentc.webng.com//ddf_online/index.htm
Re: Help me out!
One of the reasons polyobjects have been such a low priority in the past is due to edge having it's own special linedef actions built in to the engine itself. Edge can handle decorative slopes, sliding doors, 3dfloors and other features without polyobjects. In fact the only thing I know of that can't be done is a chunk of rotating geometry and doors opening on a hinge. I'm guessing that most map features that involve special linedefs necessitate the use of 3DGES (and by extension, edge's) RTS scripting system, but as I mentioned earlier, I'm the worst person to go to for technical advice.
The down side would be having to learn the scripting system, the upside would be you don't have to compile ACS to use it.
Errm, emergency-back-on-topic system activated.
The down side would be having to learn the scripting system, the upside would be you don't have to compile ACS to use it.
Errm, emergency-back-on-topic system activated.
I'm grabbing straws here, are they like boom scrollers?What are sliders?
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Re: Help me out!
By the DDF code he posted, he means Thin Sliding Doors.
They operate much the same way Wolfenstein 3D handled them - two edges of a door can slide open. Alternatively, you can have only one side "slide" along as well.
Thin means they are just a mid-masked texture on a two-sided linedef, but one that opens and closes. The following commands are used in LINES.DDF:
They operate much the same way Wolfenstein 3D handled them - two edges of a door can slide open. Alternatively, you can have only one side "slide" along as well.
Thin means they are just a mid-masked texture on a two-sided linedef, but one that opens and closes. The following commands are used in LINES.DDF:
SLIDER.TYPE = LEFT; // also RIGHT and CENTER
SLIDER.SPEED = 2; // open/close speed (distance per tic)
SLIDER.PAUSE_TIME = 150T; // time to pause after opening
SLIDER.SEE_THROUGH = FALSE; // texture is see-through or not
SLIDER.SFX_START = XXX; // sound made when door starts moving
SLIDER.SFX_OPEN = XXX; // sound made while door opens
SLIDER.SFX_CLOSE = XXX; // sound made while door closes
SLIDER.SFX_STOP = XXX; // sound made when door stops moving
\(סּںסּَ` )/ۜ
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Re: Help me out!
Successfully add a MD2 model into edge1.35rc1
Small progress. Thank you for the help.
![Image](http://i39.tinypic.com/rmli4p.jpg)
Small progress. Thank you for the help.
![Image](http://i39.tinypic.com/rmli4p.jpg)