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Re: Doom alpha models

Posted: Wed Mar 02, 2016 5:52 am
by Wobble
[out]

Re: Doom alpha models

Posted: Wed Mar 02, 2016 9:36 pm
by Wobble
[out]

Re: Doom alpha models

Posted: Thu Mar 03, 2016 9:22 pm
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.

Re: Doom alpha models

Posted: Thu Mar 03, 2016 9:45 pm
by Wobble
[out]

Re: Doom alpha models

Posted: Thu Mar 10, 2016 9:44 pm
by pechenko121
Are there any news?

Re: Doom alpha models

Posted: Fri Mar 11, 2016 3:58 am
by Wobble
[out]

Re: Doom alpha models

Posted: Fri Mar 11, 2016 4:46 am
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

Re: Doom alpha models

Posted: Fri Apr 01, 2016 6:16 pm
by SporeAltair
Can you tell me how to extract the file: gameresources.resources

Re: Doom alpha models

Posted: Fri Apr 01, 2016 11:51 pm
by killercracker
SporeAltair wrote:Can you tell me how to extract the file: gameresources.resources
You can find the tool here.

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

Posted: Sun Apr 03, 2016 4:34 pm
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

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

Posted: Wed Apr 13, 2016 2:26 am
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.

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

Posted: Thu Apr 14, 2016 4:03 pm
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.

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

Posted: Fri Apr 15, 2016 2:57 pm
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

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

Posted: Mon Apr 18, 2016 11:46 am
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

Image

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

Posted: Tue Apr 19, 2016 2:45 pm
by zaramot
Who could send me .bimage samples, please? For two characters for example (baron, cyberdemon)