Digital Paint Discussion Board

Development => Mapping => Topic started by: Zorchenhimer on April 05, 2007, 03:35:57 PM

Title: func_model
Post by: Zorchenhimer on April 05, 2007, 03:35:57 PM
I'm curious how this works, or more accurately, what its syntax is in "worldspawn". Thanks
Title: Re: func_model
Post by: jitspoe on April 05, 2007, 03:44:10 PM
func_model doesn't go in the worldspawn.

As for syntax...
{
"classname" "func_model"
"origin" "240 -208 176"
"model" "models/plants/bigleaf2.md2"
}
Title: Re: func_model
Post by: Zorchenhimer on April 05, 2007, 05:43:04 PM
Wow, I'm a moron. Thanks Jits. Some how I had accidentally put it in the worldspawn (I didn't mean to say 'worldspawn' before though).

Edit:

Ok, I got the model working right, now how would I skin the thing?
Title: Re: func_model
Post by: Eiii on April 05, 2007, 07:46:03 PM
"skin" "(skinname)", I believe, though I've never done it. I don't think people will like having player models on the map, especially when the oldmodels option is available.
Title: Re: func_model
Post by: jitspoe on April 05, 2007, 07:55:13 PM
I don't know if you can specify the skin for it.  Also, player models work differently than regular models when it comes to skins.
Title: Re: func_model
Post by: Zorchenhimer on April 05, 2007, 08:21:11 PM
Also, player models work differently than regular models when it comes to skins.

Yea, I know. I just had an idea to have a player frozen in a block of ice, or something similar.
Title: Re: func_model
Post by: Zorchenhimer on April 06, 2007, 12:22:43 AM
Ok, this is what I mean by the ice thing:
Title: Re: func_model
Post by: Eiii on April 06, 2007, 01:14:10 AM
Odd position to be frozen in.
Title: Re: func_model
Post by: Spook on April 06, 2007, 01:18:18 AM
yeah curl him up in ball
Title: Re: func_model
Post by: Zorchenhimer on April 06, 2007, 01:57:49 AM
... I haven't gotten there yet! I need to skin him first! :P
Title: Re: func_model
Post by: Spook on April 06, 2007, 02:03:47 AM
cavemen had skin, they were well preserved!! lol but yeah, that would look cool to have a "fake" player stuck in ice. Then make a real player spawn in one filled with water in the center ;P
Title: Re: func_model
Post by: blaa on April 06, 2007, 03:56:43 AM
better make a model of trees, so dp could have realistical trees. And im sure there must be something else what needs to be done as .md2 , because doing them with brushes would intercourse up the realistical part.


hope i made my thoughts clear.
Title: Re: func_model
Post by: Zorchenhimer on April 06, 2007, 10:23:14 AM
better make a model of trees, so dp could have realistical trees.

I've thought of that, but I'm not that good at modeling. Not to mention that I don't have an md2 editor (unless Blender can export it).

Edit:

Ok, Jits is probably gonna murder me for this, but I have successfully (kinda) skinned the model. However the means by which I accomplished this could be considered cheating. So, with that said, does anyone know of a good md2 editor so I can extract the player model, put it in a separate directory and skin it?
Title: Re: func_model
Post by: jitspoe on April 06, 2007, 07:58:46 PM
The player models aren't in md2 format -- not the new ones.  I could post the 3dsmax sources after the weekend when i get back to my apartment.
Title: Re: func_model
Post by: Zorchenhimer on April 06, 2007, 08:57:20 PM
They're in .skm, right? But the .3ds sources would be awesome.
Title: Re: func_model
Post by: TinMan on April 09, 2007, 10:22:01 PM
Yes! Post 3dsmax sources, I shall make them buff men.  =]
Title: Re: func_model
Post by: jitspoe on April 10, 2007, 04:20:44 PM
I'm not sure what all was needed / what's actually used, so I'm just uploading everything: http://dplogin.com/files/mediasource/models/dpchar/

It'll be a while before it's all completed -- over 200 megs.  All this content is GPL.
Title: Re: func_model
Post by: Zorchenhimer on April 10, 2007, 04:43:42 PM
:o Wow. I thought it would be one file!
Thanks!
Title: Re: func_model
Post by: jitspoe on April 10, 2007, 09:15:23 PM
There were lots of different development stages and parts put together.  Also, I put every animation in a separate file to help make it simpler to work on (and so I could test the looping).  There were also 3 different people working on it (S8N, his coworker Rob, and myself).
Title: Re: func_model
Post by: Zorchenhimer on April 10, 2007, 10:18:25 PM
Yea, I noticed the separate files for the different animations. I was just planning on getting poses, but the animations can come in handy.
Title: Re: func_model
Post by: TinMan on April 10, 2007, 11:40:47 PM
Make him wave...lol
Title: Re: func_model
Post by: Zorchenhimer on April 10, 2007, 11:52:16 PM
I could give them a white trasparent texture and make them ghosts! Oooh! I could have fun with this. :D
Title: Re: func_model
Post by: y00tz on April 11, 2007, 04:14:53 PM
Whoa, I modeled some stuff (a Forklift for my warehouse map, some shrubbery for my outdoor maps) and it sounds like Func_model is exactly what I need... Zorch do you mind linking me to (or writing if you will) a quick and dirty explanation of how to add these to my maps?

Cheers,
y00tz
Title: Re: func_model
Post by: Zorchenhimer on April 11, 2007, 04:22:54 PM
Make a brush, size doesn't matter, and make it a func_model entity (first pic). Set the path of the model and it will come out like the second pic.
Title: Re: func_model
Post by: y00tz on April 11, 2007, 04:44:13 PM
I just save my model and it's skin in the models folder right? I don't have to add my model into BSP or anything, correct?

Because this is what I got...

Thanks for the help Z,
y00tz

edit:
Nevermind I figured out my error.
Hmm, the skin didn't work quite right but it's still cool to see my mini-forklift in the game.  thanks a lot Z.
Title: Re: func_model
Post by: y00tz on April 11, 2007, 04:49:41 PM
btw: is there anyway to scale it in BSP?

Edit:
Check it out! =D (I scaled it in QME :/)
Title: Re: func_model
Post by: Zorchenhimer on April 11, 2007, 05:12:03 PM
I don't think you can scale it in BSP. And I havn't messed around with custom model yet, so I'm not sure exactly how you do it.
Title: Re: func_model
Post by: Apocalypse on April 27, 2007, 07:08:19 PM
Hey Zorch thats a sweet idea another thing you could maybe do in a similar design in different map is maybe have a guy in like a giant testtube but with weird stuff all around him then have the real people spawn in "escapable" test tubes it could be like monsters released or something what do you think?
Title: Re: func_model
Post by: Zorchenhimer on April 27, 2007, 08:05:03 PM
Interesting idea, I kinda like it. But I have to finish the map I'm currently working on now. So we'll see. ;)