Author Topic: MD2 Files, how to make new ones work?  (Read 6942 times)

Offline Ace

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MD2 Files, how to make new ones work?
« on: December 24, 2010, 11:43:24 AM »
This is the onyl place I thouight would be good for this subject, becuase I have a crazy suspicion that the md2 file has to be added to teh libarary in the gamex86.dll.... is there anyway to bypass this to sue new md2 files? or am I scred and have to create a new gamex86.dll to allow the new model to work?
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Offline QwazyWabbit

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Re: MD2 Files, how to make new ones work?
« Reply #1 on: December 24, 2010, 01:40:33 PM »
It depends on what kind of model it is.

If the model is a replacement for an existing model then there is no change to the code. If it's a totally new model then it is an expansion of the game (a mod) and therefore needs new support in the game DLL. In this case it makes no sense to create the new model unless you are developing a new mod.

If it's a player model then the development of the model is totally different an a much larger project than an inanimate object like a rune or health box.
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Offline Ace

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Re: MD2 Files, how to make new ones work?
« Reply #2 on: December 26, 2010, 12:34:45 PM »
I am trying to learn how to make new models (static 1 frame), not replace models that currently exist, I setup worldcraft correctly, I am under a suspictiian that gamex86.dll has to be re-written to include it??
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Re: MD2 Files, how to make new ones work?
« Reply #3 on: December 26, 2010, 05:54:26 PM »
when I make a new .h file for my models, does it have to have a M_ in front?  or does that matter?  and which h/c file reads them or lists them for use in the game?
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Offline QwazyWabbit

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Re: MD2 Files, how to make new ones work?
« Reply #4 on: December 26, 2010, 08:23:48 PM »
The game will have to be modified to include your model or an override will have to be written to use your model in place of a model that already exists.

No, the name of .H file is not critical but in the case of a single-frame model it would be unnecessary.

The .h file must be included in the code base for the game mod, essentially making it a new mod.
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Offline Ace

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Re: MD2 Files, how to make new ones work?
« Reply #5 on: December 26, 2010, 11:04:20 PM »
would I need c files?  Gamex86.dll wont build like it can't find the ifno or something.....  I added it to the one with the list of models.... but I this has to be done first for testing, so no replacementds are allowed at the moment....
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Re: MD2 Files, how to make new ones work?
« Reply #6 on: December 27, 2010, 03:40:01 AM »
This is the error I am getting in game:

Quote
Error 2 (misc_torch #4) @ (0 0 0):
   Invalid entity: misc_torch (no spawn function)
2 entities removed (out of 5 total)

This is the h code for a single frame entitiy/model

Quote
// Generated by ModelEd

#define FRAME_stand_1   0

#define MODEL_SCALE   1.000000

Here, is the h code modiftied for in g_misc.c

Quote
void SP_misc_torch (edict_t *ent)
{
   ent->movetype = MOVETYPE_NONE;
   ent->solid = SOLID_BBOX;
   VectorSet (ent->mins, 0, 0, 0);
   VectorSet (ent->maxs, 8, 8, 16);
   ent->s.modelindex = gi.modelindex ("models/torch/tris.md2");
   ent->s.frame = 0;
   gi.linkentity (ent);
   return;
}


WHAT AM I DOING WRONG? Its driving me nuts not being agle to see my model, and the build ran without errors or problems, and the gamex86.dll is compleate, but my model wont show, and the console gives that error, what the hell am I doing wrong?  It only has 1 frame?  Do I have it in the wrong catagory?  shoul dit be in some other c file too? oh and ther eis this as well...

Quote
void SP_misc_torch (edict_t *self);

which is the in the g_spawn.c


and in worldcraft, its included in the fgd, like so

Quote
@PointClass base(Appearflags) color(128 128 128) size(0 0 0, 8 8 16) = misc_torch : "torch" []

SO WHY IS IT NOT LETTING ME VIEW IT IN GAME?!?!?!?!?!  Please help! Its driviing me bonkers abnd takign up my time!
« Last Edit: December 27, 2010, 03:41:41 AM by Ace »
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Offline QwazyWabbit

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Re: MD2 Files, how to make new ones work?
« Reply #7 on: December 27, 2010, 09:29:56 PM »
Did you compile the game DLL without errors? Did you place it in the proper folder for your mod? If your mod is called my_mod then the gamex86.dll belongs in quake2/my_mod and you must invoke the game with a command line: quake2.exe +set game my_mod ...

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Offline Ace

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Re: MD2 Files, how to make new ones work?
« Reply #8 on: December 28, 2010, 12:23:14 AM »
Did you compile the game DLL without errors? Did you place it in the proper folder for your mod? If your mod is called my_mod then the gamex86.dll belongs in quake2/my_mod and you must invoke the game with a command line: quake2.exe +set game my_mod ...



No offence, but I am know better than that.... the sources I got are corrupted and missing alot of h and c data, so I get 4 errors everytime I compile.... so when they say clean code... they sure the hell are not clean ocde source... might of been for older versions of VC, but the version I am useing is 2008 and the migration has cuased 4 errors preventing the exe from compileation.... and it copleanins of missing .h files, such as dsound.h
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Offline QwazyWabbit

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Re: MD2 Files, how to make new ones work?
« Reply #9 on: December 28, 2010, 01:49:18 AM »
There is not much I can help you with then, since you know so much about what you are doing. ERRORS will stop proper compliation, warnings will not. As long as you get a good DLL you don't need the EXE. VC2008 will warn about unsafe library functions but you can ignore those. The missing dsound.h and other errors than prevent you from getting a good .exe and perhaps the ref_gl.dll are because you have not installed the DX9 SDK.

The spawn function also needs to be registered in the game.

Look for spawn_t   spawns[] =
in g_spawn.c and add

{"misc_torch", SP_misc_torch},

to the list you find there.
This will point to the proper spawn function when your entity is used. Don't forget to add the prototype to the list above the spawns list.
« Last Edit: December 28, 2010, 02:04:47 AM by QwazyWabbit »
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Offline peewee_RotA

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Re: MD2 Files, how to make new ones work?
« Reply #10 on: December 28, 2010, 03:36:42 AM »
It sounds like you're compiling the executable and not the game project.

The most common errors compiling the executable are:
 - missing the sound.h resource
 - missing the windows SDK (which is uneccessary so you can just remove the winmm.h(sp?) from the project references instead of downloading the windows SDK)
 - Compiling in a version of VS (most express editions) that won't compile the assembly code in the ref_soft project

You don't need to compile the executable just to compile the game. That's why I always recommend opening up the game project itself and making your own solution if you never plan on making client changes.

Based on your error then QwazyWabbit has definitely hit on the right answer. (as he very well should have since he's possibly the foremost expert on the subject  :beer: )
The spawn function also needs to be registered in the game.

Look for spawn_t   spawns[] =
in g_spawn.c and add

{"misc_torch", SP_misc_torch},

EDIT:

I might also suggest that depending on what you are trying to accomplish, if you want to make your changes more portable and easier for mappers to take advantage of, you could just replace the minelight model which is a 1 frame model attached to an object that creates it's own light.
« Last Edit: December 28, 2010, 03:39:06 AM by peewee_RotA »
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Offline Ace

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Re: MD2 Files, how to make new ones work?
« Reply #11 on: December 28, 2010, 03:39:13 AM »
thats the problems guys, I am making a game...  So alot IS going to be changed, and I dont need all these errors, and I can't get models to work even in regular Quake2, the models should work becuase tis in the gemx86.dll, but I get that error everytime and the model wont render.... and I don't have a problem compiling the gamex86, onlythe main EXE, and some other issues...



I also wwitch to EGL, but the code don't seem clean, or its VC2008
« Last Edit: December 28, 2010, 03:45:10 AM by Ace »
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Offline Ace

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Re: MD2 Files, how to make new ones work?
« Reply #12 on: December 28, 2010, 03:42:46 AM »
I might also suggest that depending on what you are trying to accomplish, if you want to make your changes more portable and easier for mappers to take advantage of, you could just replace the minelight model which is a 1 frame model attached to an object that creates it's own light.

The Map editor is not open to public and never will be for my game.... its a mmorpg
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Offline Ace

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Re: MD2 Files, how to make new ones work?
« Reply #13 on: December 28, 2010, 03:50:39 AM »
There is not much I can help you with then, since you know so much about what you are doing. ERRORS will stop proper compliation, warnings will not. As long as you get a good DLL you don't need the EXE. VC2008 will warn about unsafe library functions but you can ignore those. The missing dsound.h and other errors than prevent you from getting a good .exe and perhaps the ref_gl.dll are because you have not installed the DX9 SDK.

The spawn function also needs to be registered in the game.

Look for spawn_t   spawns[] =
in g_spawn.c and add

{"misc_torch", SP_misc_torch},

to the list you find there.
This will point to the proper spawn function when your entity is used. Don't forget to add the prototype to the list above the spawns list.

read the posts before that more closely..... I did that already like 2 days before posting this topic

PS: EDIT: Downloading the directx sdk I need it if I am going to make a game using the Q2 engine

AGAIN EDIT: the gamex86.dll compiles fine and is clean, the cgame bandgamex86.dll compiles fine, only trouble is BAND and BANDED wont compile yet



ONE PROBLEM is preventing me from finishing and that this file being missing afxres.h
« Last Edit: December 28, 2010, 04:47:39 AM by Ace »
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Offline QwazyWabbit

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Re: MD2 Files, how to make new ones work?
« Reply #14 on: December 28, 2010, 04:15:50 PM »
There is not much I can help you with then, since you know so much about what you are doing. ERRORS will stop proper compliation, warnings will not. As long as you get a good DLL you don't need the EXE. VC2008 will warn about unsafe library functions but you can ignore those. The missing dsound.h and other errors than prevent you from getting a good .exe and perhaps the ref_gl.dll are because you have not installed the DX9 SDK.

The spawn function also needs to be registered in the game.

Look for spawn_t   spawns[] =
in g_spawn.c and add

{"misc_torch", SP_misc_torch},

to the list you find there.
This will point to the proper spawn function when your entity is used.
Don't forget to add the prototype to the list above the spawns list.

read the posts before that more closely..... I did that already like 2 days before posting this topic

No, you didn't. Which is why your spawn function was not found.
You added the prototype but not the hash.

Don't be disrespectful of the people who are trying to help you.

Goodbye.
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November 23, 2024, 12:48:55 PM

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