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196 lines
9.9 KiB
HTML
196 lines
9.9 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<HTML>
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<HEAD>
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<TITLE>id.sdk [Model Exporting]</title>
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<LINK REL="stylesheet" HREF="style.css">
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</HEAD>
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<BODY marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Model Exporting</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<div class="subsection">Static Models</div>
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Getting a static model (like a trash can or a shrubery) in to the game
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is really easy. Doom 3 reads lwo (lightwave) and ase (3dsmax) files
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natively so you simply save out the model in one of those two formats
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and you can use it in the game.
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<p>
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<strong>
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The material that is used in game is the diffuse texture specified in the model.
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</strong>
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<p>
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The relative material name is determined by searching for "base" in the texture path.
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For example, if the texture specified in the .ase is
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"<samp>C:\Doom\base\textures\base_trim\red1.tga</samp>"
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Then it would use the material named "<samp>textures\base_trim\red1</samp>"
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<p>
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If you are running a custom mod, then it will look for the mod name if it can't find
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"base" so "<samp>C:\Doom\jailbreak\textures\base_trim\red1.tga</samp>" would also work
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in the jailbreak mod.
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<p>
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<strong>The path cannot have spaces in it.</strong> Doom 3 should be installed in
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"<samp>C:\Doom\</samp>" or some other place without spaces. If Doom 3 is in the
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default location of "<samp>C:\Program Files\Doom 3\</samp>" it will not work because
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of the space in "Program Files" and the space in "Doom 3"
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<p>
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Generally speaking, as long as you keep all your assets in the final
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directory that it will be in, then you should just be able to use it
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in game without having to touch anything. Problems tend to arise if
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you edit your assets in one directory, then move them in to the base
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directory or your mod directory after you export.
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<p>
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If you are working on a new chair, you should work
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on it in<br>
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<samp>C:\Doom3\mymod\models\mapobjects\chairs\mychair\</samp><br>
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rather than working on it in<br>
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<samp>C:\My Stuff\Models\Cool Models\Stuff For My Mod\Chair</samp><br>
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then moving to the proper directory after it's been exported.
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<p>
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<b>Spaces in file names are bad.</b>
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<p>
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For more information on exporting from 3dstudio max, <a href="modelexport_3dsmax.html">click here</a>
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<div class="subsection">Animated Models</div>
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Animated models are quite a bit more complex. The only animation system supported in
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Doom 3 is skeletal (no vertex animation like in Quake), and the only file format supported
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is .mb (Maya binary). The files have to be processed using a built in tool to convert
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the Maya files to .md5mesh and .md5anim files.
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<p>
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<b>Note for 3dstudio max</b>: Although Doom3 does not support animated models from max
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"out of the box", the people over at <a href="http://www.Doom3World.org">Doom3World</a>
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wrote some nice importers and exporters, which you can find <a href="http://www.doom3world.org/phpbb2/viewtopic.php?t=5474">here</a>.
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<p>
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This built in tool is 'exportModels'. By default, it will export any models that have
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been modified since the last time the command was run, but you can pass it a .def file
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and it will only export the models defined in that def file. You can speed up the exportModels
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command by using the 'g_exportMask' cvar and specifying some magic string after the export
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declaration (as we will see later). Setting "g_exportMask fred" will only export fred's
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animations, skipping all the others.
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<p>
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You must have Maya installed on the machine that you are exporting on otherwise it won't do anything.
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<p>
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The syntax for an export section looks complex at first, but is actually quite simple when
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you break it down into the different parts. Unlike some other declarations, the commands
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in an export block are executed as they are encountered. This means the order DOES matter.
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<p>
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There are two systems at work when you export a file. The first is the actual exporter, this
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is the piece that does all the work. The second is what I'm going to call the 'parser'. This
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piece reads the export sections and passes the commands to the exporter for actual exportation.
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<p>
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The parser only has 5 commands, and they are really very simple:
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<p>
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<table class="datatable">
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<tr><th>Command</th><th>Description</th>
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<tr><td class="nobr">options [options]</td><td>
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Stores default options that will be used for all future export actions. Note that an options
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command will override any previously set options.
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</td>
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<tr><td class="nobr">addoptions [options]</td><td>
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Adds a default option to the current set of default options. This is very similar to the
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options command, but it appends rather than overwriting the current options.
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</td>
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<tr><td class="nobr">mesh <mb file> [options]</td><td rowspan="3">
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Exports a object from a .mb file. The options specified here will be appended to
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the options specified previously with "options" or "addoptions" commands.
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</td>
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<tr><td class="nobr">anim <mb file> [options]</td>
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<tr><td class="nobr">camera <mb file> [options]</td>
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</table>
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<p>
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Here is a list of all the options along with a brief description of what they do:
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<p>
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<table class="datatable">
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<tr><th>Option</th><th>Description</th>
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<tr><td class="nobr">-force</td><td>Ignored</td>
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<tr><td class="nobr">-game</td><td>Specify the mod name, which is where the relative paths are defined from. This should get set automatically in 1.2</td>
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<tr><td class="nobr">-rename [joint name] [new name]</td><td>Rename a joint</td>
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<tr><td class="nobr">-prefix [joint prefix]</td><td>
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If you have multiple characters/objects in your scene, you can give them each their own prefix
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so the exporter can distinguish which goes to which. Example: ZSEC_ IMP_ ENV_ </td>
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<tr><td class="nobr">-parent [joint name] [new parent]</td><td>Reparent a joint</td>
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<tr><td class="nobr">-sourcedir [directory]</td><td>Tell exporter where to get files from</td>
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<tr><td class="nobr">-destdir [directory]</td><td>Tell exporter where to put files after export</td>
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<tr><td class="nobr">-dest [filename]</td><td>Give a new name to the file you are exporting. Default will be same name as the maya file.</td>
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<tr><td class="nobr">-range [start frame] [end frame]</td><td>Frame range for what you would like to export Example: <samp>-range 1 10</samp></td>
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<tr><td class="nobr">-cycleStart [first frame of cycle]</td><td>
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Shift the cycle to start on a different frame. Example: frame 1 has left foot forward and frame 10 has right foot
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forward. So if you would like your cycle to start with right foot forward do <samp>-cycleStart 10</samp> and it will shift the cycle</td>
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<tr><td class="nobr">-scale [scale amount]</td><td>Scale up or down your character during export. Example: <samp>-scale 2</samp> will double the size of the character. Scaled up from the origin.</td>
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<tr><td class="nobr">-align [joint name]</td><td>Will align your animation to a certain bone.</td>
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<tr><td class="nobr">-rotate [yaw]</td><td>Allow you to manually rotate your animation. Example: <samp>-rotate 90</samp></td>
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<tr><td class="nobr">-nomesh</td><td></td>
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<tr><td class="nobr">-clearorigin</td><td></td>
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<tr><td class="nobr">-clearoriginaxis</td><td></td>
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<tr><td class="nobr">-ignorescale</td><td>Ignore any scales you may have on some bones.</td>
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<tr><td class="nobr">-xyzprecision [precision]</td><td>Will take even tiny movements (translations) into
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consideration if you make this # lower. Default will try and compress down the animations getting rid of tiny movements.</td>
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<tr><td class="nobr">-quatprecision [precision]</td><td>Will take even tiny movements (rotations) into
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consideration if you make this # lower. Default will try and compress down the animations getting rid of tiny movements.</td>
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<tr><td class="nobr">-jointthreshold [min joint weight]</td><td></td>
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<tr><td class="nobr">-skipmesh [name of mesh]</td><td>Allows you to skip certain models during export (can only be used by itself)</td>
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<tr><td class="nobr">-keepmesh [name of mesh]</td><td>Allows you to keep only a certain model during export (can only be used by itself)</td>
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<tr><td class="nobr">-jointgroup [group name]<br>[joint1] [joint2]...[joint n]</td><td></td>
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<tr><td class="nobr">-group [group name]</td><td>Add the list of groups to export (these don't affect the hierarchy)</td>
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<tr><td class="nobr">-keep [joint name]</td><td>Add joints that are kept whether they're used by a mesh or not</td>
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</table>
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<br>
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</td>
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</tr>
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<tr>
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<td colspan=2 bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 width=770>
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<tr>
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<td align=left class="legalese">Copyright © 2004 <a href="http://www.idsoftware.com">id software</a></td>
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</tr>
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</table>
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</body>
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</html>
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