Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Doom alpha models
-
- beginner
- Posts: 27
- Joined: Sun Aug 31, 2014 5:39 am
- Has thanked: 2 times
- Been thanked: 2 times
Re: Doom alpha models
Are the vertex weights needed by the anims in any way? If not, it is fine for me and my friend (we just wanted to port the guns)Wobble wrote:Vertex-bone assignment seems to be working now.
The only thing left is weights. But, again, I had the same problem in Wolfenstein New Order.
The vertex format doesn't seem to store weights. The two DWORDs after the UVs appear to be something else.
Perhaps related to UVs, like tangents or binormals.
So, where are the weights?
Code: Select all
[ 0] (vert: -14.925090, -3.421478, -2.702209) (uv: 0.771800, 0.289900) (1CC9, 0061, A781, 0006) ( 1, 1, 1, 1) [ 1] (vert: -15.840547, -3.475029, -2.295240) (uv: 0.767700, 0.310000) (0181, 0086, 7B81, 0001) ( 1, 1, 1, 1) [ 2] (vert: -14.925090, -3.475029, -2.295240) (uv: 0.767700, 0.289900) (56F8, 008A, 6481, 0004) ( 1, 1, 1, 1) [ 3] (vert: -15.840547, -3.317927, -1.915936) (uv: 0.763600, 0.310000) (1481, 00C5, 3C81, 0014) ( 1, 1, 1, 1) [ 4] (vert: -14.925090, -3.318054, -1.915936) (uv: 0.763600, 0.289900) (33C9, 00C8, 2A81, 0022) ( 1, 1, 1, 1) [ 5] (vert: -15.840547, -2.992175, -1.666070) (uv: 0.759400, 0.310000) (4680, 00F1, 0F81, 0045) ( 1, 1, 1, 1) [ 6] (vert: -14.925090, -2.992302, -1.666070) (uv: 0.759400, 0.289900) (5DA9, 00F3, 0681, 005A) ( 1, 1, 1, 1) [ 7] (vert: -15.840547, -2.585207, -1.612391) (uv: 0.755300, 0.310000) (8580, 00FF, 0181, 0086) ( 1, 1, 1, 1) [ 8] (vert: -14.925090, -2.585207, -1.612391) (uv: 0.755300, 0.289900) (93DC, 00D7, 0481, 009D) ( 1, 1, 1, 1) [ 9] (vert: -15.840547, -2.205903, -1.769494) (uv: 0.751200, 0.310000) (C480, 00EC, 1481, 00C5) ( 1, 1, 1, 1) etc...
I hope bethesda doesn't discover this before we get stuff done.
- pechenko121
- advanced
- Posts: 48
- Joined: Sat Dec 06, 2014 1:04 pm
- Has thanked: 11 times
- Been thanked: 2 times
Re: Doom alpha models
I am nearly certain that NinjaRipper cannot get the textures.Wobble wrote:I'm done with it. Nothing else can be done without weights or textures.pechenko121 wrote:Are there any news?
Maybe NinjaRipper can help getting textures.
See this thread on how to get them: viewtopic.php?f=10&t=11542&hilit=Wolfenstein
- SporeAltair
- advanced
- Posts: 63
- Joined: Sat Mar 19, 2016 6:47 pm
- Been thanked: 2 times
- killercracker
- advanced
- Posts: 56
- Joined: Sun Sep 25, 2011 11:31 pm
- Has thanked: 6 times
- Been thanked: 91 times
Re: Doom alpha models
You can find the tool here.SporeAltair wrote:Can you tell me how to extract the file: gameresources.resources
- SporeAltair
- advanced
- Posts: 63
- Joined: Sat Mar 19, 2016 6:47 pm
- Been thanked: 2 times
DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage
I unpacked the game Doom files, different versions of beta and alpha. However, all the models and textures there are formats: .bimage, .bmd6model, .md6.decl, .bmodel, ...
Explain what format as you Open/Convert to fbx
Explain what format as you Open/Convert to fbx
-
- veteran
- Posts: 109
- Joined: Mon May 06, 2013 2:58 pm
- Location: united states
- Has thanked: 119 times
- Been thanked: 8 times
Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage
this thread here should give you all the tools you need to get this files eventually into a program like Blender and then you should likely be able to convert the models via blender to the format you wish for. that is if these models are much the same as past ID tech md6 bmd6model formats and that's a big if. so in theory it should work but I don't have time to play with the files myself and see if the tools on this thread will work the same on doom's beta models. but this should give you a place to start.SporeAltair wrote:I unpacked the game Doom files, different versions of beta and alpha. However, all the models and textures there are formats: .bimage, .bmd6model, .md6.decl, .bmodel, ...
Explain what format as you Open/Convert to fbx
viewtopic.php?f=16&t=7488&start=90&hilit=RAGE good luck.
-
- ultra-n00b
- Posts: 8
- Joined: Fri Nov 13, 2015 12:48 am
- Has thanked: 3 times
Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage
I've been trying for days and so far the unpacker works but none of the import scripts or convert to obj tool do.
- zaramot
- double-veteran
- Posts: 783
- Joined: Wed Jan 05, 2011 12:41 pm
- Has thanked: 39 times
- Been thanked: 855 times
Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage
Could anyone share samples from latest version of DOOM? I would like to take a look. Send player armor in PM, if you like
Making model-import scripts, PM
- zaramot
- double-veteran
- Posts: 783
- Joined: Wed Jan 05, 2011 12:41 pm
- Has thanked: 39 times
- Been thanked: 855 times
Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage
Hey guys! Here's maxscript to import DOOM's .bmodel/.bmd6model, if someone would like to import them. Script isn't finished, so please if anyone will have problems with importing models, send those problematic models via PM. Also, I would like to ask someone to send me samples of textures and skeleton in order to implement rigging support (.bmd6modelskl and .bimage)
EDIT: I've got skeleton samples and info about them, thanks a lot to Killercracker. Only .bimage textures left
EDIT: I've got skeleton samples and info about them, thanks a lot to Killercracker. Only .bimage textures left
You do not have the required permissions to view the files attached to this post.
Making model-import scripts, PM
- zaramot
- double-veteran
- Posts: 783
- Joined: Wed Jan 05, 2011 12:41 pm
- Has thanked: 39 times
- Been thanked: 855 times
Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage
Who could send me .bimage samples, please? For two characters for example (baron, cyberdemon)
Making model-import scripts, PM