From ad04c72eda4f6cd226abc098d7024b760456bb5d Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 5 Feb 2006 20:29:26 +0000 Subject: [PATCH] added a readme file git-svn-id: svn://svn.icculus.org/twilight/trunk/dpmodel@5947 d7cf8633-e32d-0410-b094-e92efae38249 --- readme.txt | 56 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 56 insertions(+) create mode 100644 readme.txt diff --git a/readme.txt b/readme.txt new file mode 100644 index 0000000..c44d21f --- /dev/null +++ b/readme.txt @@ -0,0 +1,56 @@ + +This is a very rough howto guide for using dpmodel to compile .smd files (usually used to make HalfLife 1 or 2 models) into .dpm models for use with DarkPlaces, QFusion, and anything else that can load .dpm (see also dpmviewer for example loading and rendering code). + +dpmodel has not been designed with user-friendlyness in mind unfortunately, so bare with me on this... + +You need to make these files to compile a model: +one or more .smd files (one of which is the mesh which is typically not animated, the others are animations). +a .txt dpmodel script file describing what .smd files to put into the .dpm model, as well as any transforms needed for the conversion (rotate, scale, and origin commands). +some textures (usually as .tga) which should be placed in the same locations as the .bmp files the smd refers to (for example if it refers to models/blah.bmp, you will want to put the texture somewhere like quake/id1/models/blah.tga if you are making a model like id1/models/blah.dpm). + +The script file should look like this: (# is comment) +# save the model as models/blah.dpm +model models/blah +# move the model this much before saving +origin 0 0 0 +# rotate the model -90 degrees around vertical +rotate -90 +# scale the model by this amount, 0.5 would be half size and 2.0 would be doule size +scale 1 +# load the mesh file, this is stored into the dpm as frame 0 +scene mesh.smd +# load an animation, this is stored into the dpm as frames 1 onward +scene idle1.smd +# load an animation, this is stored as frames after the ones occupied by idle1.smd +scene fire.smd + +To compile it, run dpmodel with a commandline such as: +dpmodel blah.txt + +There is an included box.txt and box.smd for example purposes, here is the information print out from "dpmodel box.txt": +READ: box.txt of size 316 +executing command # +executing command model +executing command # +executing command origin +executing command # +executing command rotate +executing command # +executing command scale +executing command # +executing command scene +READ: box.smd of size 3207 +parsing scene box +parsetriangles: done +model stats: +24 vertices 12 triangles 1 bones 1 shaders 1 frames +renderlist: + 12 tris 24 verts : boxtexture +file size: 2k +wrote file box.dpm + +This also wrote box.h, which contains useful #define's for use of frames in the model in C-language game code, feel free to discard the file if it is not useful. + +That is all there is to it. + +