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Doom alpha models

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Wobble
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Re: Doom alpha models

Post by Wobble »

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Last edited by Wobble on Sun Mar 12, 2017 10:46 am, edited 1 time in total.
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Re: Doom alpha models

Post by Wobble »

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Last edited by Wobble on Sun Mar 12, 2017 10:45 am, edited 1 time in total.
Matsilagi
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Re: Doom alpha models

Post by Matsilagi »

Wobble wrote:Vertex-bone assignment seems to be working now.
baron.JPG
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...
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)

I hope bethesda doesn't discover this before we get stuff done.
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Re: Doom alpha models

Post by Wobble »

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Last edited by Wobble on Sun Mar 12, 2017 10:45 am, edited 2 times in total.
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Re: Doom alpha models

Post by pechenko121 »

Are there any news?
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Re: Doom alpha models

Post by Wobble »

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Last edited by Wobble on Sun Mar 12, 2017 10:45 am, edited 1 time in total.
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Re: Doom alpha models

Post by Falkok15 »

Wobble wrote:
pechenko121 wrote:Are there any news?
I'm done with it. Nothing else can be done without weights or textures.

Maybe NinjaRipper can help getting textures.
I am nearly certain that NinjaRipper cannot get the textures.
See this thread on how to get them: viewtopic.php?f=10&t=11542&hilit=Wolfenstein
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Re: Doom alpha models

Post by SporeAltair »

Can you tell me how to extract the file: gameresources.resources
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Re: Doom alpha models

Post by killercracker »

SporeAltair wrote:Can you tell me how to extract the file: gameresources.resources
You can find the tool here.
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DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage

Post by SporeAltair »

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
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Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage

Post by octaviousrex »

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
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.

viewtopic.php?f=16&t=7488&start=90&hilit=RAGE good luck.
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Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage

Post by dracosfire83 »

I've been trying for days and so far the unpacker works but none of the import scripts or convert to obj tool do.
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Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage

Post by zaramot »

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
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Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage

Post by zaramot »

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

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Re: DOOM Alpha/Beta .bmd6model and .bmd6modelskl and .bimage

Post by zaramot »

Who could send me .bimage samples, please? For two characters for example (baron, cyberdemon)
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