Mr.Rocket Posted January 27, 2022 (edited) So I'm sure you're aware that you can export .obj from UDB, but for those of you that didn't know that you could export .obj from Doom3 and load it up in Gzdoom: I was wondering if Doom3's editor - DoomED had an option to export .obj, and sure enough it does. So I proceeded to make a structure in DoomED and remembered that I always thought the pipes in D3 looked cool so I figured I'd make something like that and see how it would look in Gzdoom. Here's the result: Some pipes I made in DoomED, then exported as .obj: Loaded the .obj model into UDB ~ of course I had to fix up a modeldef and decorate as well: Here it is in game: So I thought I'd show this off since no one has really said anything about this. I mean I'm aware that authors have ripped models etc from D3, but what I'm showing here is that one could simply make static models by creating structures from scratch in DoomED and dump what was made into Gzdoom, if wanted. ;) So, if you haven't tried it yet? check it out! Have fun! Edited January 27, 2022 by Mr.Rocket 17 Quote Share this post Link to post
Kan3 Posted January 27, 2022 You just opened a magical world to me here boy *_* It's better for my sanity that I forget about this thread x) 0 Quote Share this post Link to post
Mr.Rocket Posted January 28, 2022 (edited) 7 hours ago, Kan3 said: You just opened a magical world to me here boy *_* It's better for my sanity that I forget about this thread x) heh, lol I also noticed that small terrains could be made via a .9.9.9 Patch Mesh in DoomED and exported the same way, although I wouldn't go and make anything larger than 1024x unless it was used as a simple backdrop, like a background mountain side or something. These are mainly just meshes I'm talking about here, so if you decide to try this out, try not to make any real complex structures as UDB's render mode probably wouldn't like it. ;) Edited January 28, 2022 by Mr.Rocket 1 Quote Share this post Link to post
Doom_Dude Posted January 28, 2022 THis is pretty cool Mr.Rocket! I never did try to make 3d models, despite wanting to for years. lol 0 Quote Share this post Link to post
Dusty_Rhodes Posted January 28, 2022 Good work, this could be really cool to make a project out of. 0 Quote Share this post Link to post
Mr.Rocket Posted January 29, 2022 (edited) On 1/28/2022 at 11:27 AM, Doom_Dude said: THis is pretty cool Mr.Rocket! I never did try to make 3d models, despite wanting to for years. lol Yeah, I'm pretty new it too.. I've made a few small models, mainly in Sculptris here and there but recently tried this sort of thing out in DoomED. It's actually pretty quick and simple to do in DoomED if you sort of know your way around the editor. After making a modeldef and decorate etc, it really only takes a few minutes to get a an .obj model in game. On 1/28/2022 at 11:37 AM, Dusty_Rhodes said: Good work, this could be really cool to make a project out of. Yeah I suppose a project could take off with the idea, but at the moment this is for the most part a "hey did you know you could do this?" sort of thing heh. Here's the above scene updated a little: Yes, I added PBR materials so it would have that D3 plast.. bumpmap feel to it. ;) ~ the yellow ladder runs/steps were the last thing I added to it. They are a little too big, as you may notice, but they seem to be the perfect size for stair railings! And there's something in this which is the first time I tried also, the bloody decal texture on the floor, of course has transparency and a little translucency around its edges right? Well, I also applied PBR materials to it, so it's good to know that these sort of detail materials can be applied to translucent textures as well. ;) Edited January 30, 2022 by Mr.Rocket 6 Quote Share this post Link to post
Moebius Posted February 5, 2022 (edited) I recreated the Doom 3 Mars City 1 map in a Doom 2 WAD last year. It's in WADs and Mods. I got started using 3D models for smoother looking pipes, myself. Don't know how to insert a link straight to it. I also played around with diffuse/normal/specular textures and got mixed results for other than the models. Still can't settle on the best spec/glossy numbers that look best. Your floors and walls look great. That bloody goo is amazing. I found long narrow 3D models may need a very large DECORATE radii. One that almost encompasses the entire model. If the model is still in view but the Actor center block goes out of view, then the 3D model will disappear. Also if the 0,0,0 of your model is on or in an area with a floor/ceiling that intersects, it might not be positioned right. It'll look OK in the Builder, but get pushed up or down in the game. Edited February 5, 2022 by Moebius correct reference location 1 Quote Share this post Link to post
Mr.Rocket Posted February 12, 2022 (edited) On 2/4/2022 at 10:02 PM, Moebius said: I recreated the Doom 3 Mars City 1 map in a Doom 2 WAD last year. It's in WADs and Mods. I got started using 3D models for smoother looking pipes, myself. Don't know how to insert a link straight to it. Man.. that's a pretty amazing feat, to say the least. You spent a lot of time on that, impressive! ;) On 2/4/2022 at 10:02 PM, Moebius said: I also played around with diffuse/normal/specular textures and got mixed results for other than the models. Still can't settle on the best spec/glossy numbers that look best. I ended up placing a couple of the models you used in your Mars City 1 recreation for Doom and applied some PBR materials to them: Here's a short video I fixed up to have a look in a test map I made. ;) https://youtu.be/7w8a09BumQw Also, you'll see I updated my pipe model (made in DoomED), which is actually 4 models. ~ it looks nothing like the one I made up there at the top of the page, now it looks a bit more to scale, pretty much like it should.. used Misfit to get the D3 textures to look proper with it, and Crazybump to generate the normal and spec textures for pretty much everything. And placed that Doomguy model I made a little while back in Sculptris in there, for the hell of it. ~ he currently has no animation, but I set up a mirror so we could see him sliding around heh. Here's the material script I gave to the models: //models material texture "models/diabxsm.png" { normal "PBR/normal/diabxsmn.png" specular "PBR/specular/diabxsms.png" metallic "PBR/metallic/diabxsmm.png" ao "PBR/ao/diabxsma.png" roughness "PBR/roughness/diabxsmr.png" specularlevel 5 //2 glossiness 15 //12 } //shpgcrt material texture "models/shpgcrt.png" { normal "PBR/normal/shpgcrtn.png" specular "PBR/specular/shpgcrts.png" metallic "PBR/metallic/shpgcrtm.png" ao "PBR/ao/shpgcrta.png" roughness "PBR/roughness/shpgcrtr.png" specularlevel 2 glossiness 12 } Even though I added all the textures here, it likely only needed the normal and spec, and of course diffuse. On 2/4/2022 at 10:02 PM, Moebius said: I found long narrow 3D models may need a very large DECORATE radii. One that almost encompasses the entire model. If the model is still in view but the Actor center block goes out of view, then the 3D model will disappear. Also if the 0,0,0 of your model is on or in an area with a floor/ceiling that intersects, it might not be positioned right. It'll look OK in the Builder, but get pushed up or down in the game. I noticed this, I put some pipes in the ceiling that was doing something like this. was easy enough to adjust its bounding box though. Edited February 13, 2022 by Mr.Rocket 2 Quote Share this post Link to post
Moebius Posted February 20, 2022 Looking forward to seeing your complete WAD(s). I learn a lot taking that Doom 3 and turning it into a Doom 2 WAD. Too bad I picked a map where nothing happens. I've no idea how to do friendly interactions. I initially made HIRES textures similar to HIFAN's Retro Texture pack. Then I heard about applying diffuse/normal/specular textures. And most recently, PBR. Even just using diffuse/normal/specular textures I found that ceilings and floors looked better than walls, if you used the same specularlevel and glossiness values. Certainly makes 3D models pop. But they can be too shiny if all the other textures aren't. I tried a texture app called Materialize (Bounding Box Software) to make metallic, roughness, and ao textures. But my end results don't look as good as the ones you made for the video. Mine have areas that are way too shiny and also have edges that are mega shiny. Mind if I ask what app you use to make your PBR textures? 1 Quote Share this post Link to post
Snark Posted February 20, 2022 That is awesome. You just made a really crappy sunday way better 1 Quote Share this post Link to post
Mr.Rocket Posted February 21, 2022 7 hours ago, Moebius said: I tried a texture app called Materialize (Bounding Box Software) to make metallic, roughness, and ao textures. But my end results don't look as good as the ones you made for the video. Mine have areas that are way too shiny and also have edges that are mega shiny. Mind if I ask what app you use to make your PBR textures? I used Crazybump for the most part, though I also used Materialize as well, and also didn't like the end results. Plus it's a bit tedious to work with when the program basically resets its self on every use. Crazybump however, is as simple as loading a diffuse, making slight adjustments for your normal and then save all. Unfortunately it's a 30 day trial, but you can make a lot of normals and specs in 30 days heh. 7 hours ago, Snark said: That is awesome. You just made a really crappy sunday way better Hah, that's good to hear! :P Cheers 0 Quote Share this post Link to post
Moebius Posted February 21, 2022 $99.00! Have to think about that. I'll try it for the 30 days and see if I like it. Anyone else use other freeware/shareware apps that produce textures for PBR? 0 Quote Share this post Link to post
Mr.Rocket Posted February 22, 2022 (edited) Well, there's njob which is fairly light weight and a bit limited, but may do the "job". I used it years ago when I was on the Hexen EoC team, but eventually switched to Crazybump when working on Arx EoS. ~ D3 Tech4 TC's. On first run, you'll notice that there's no diffuse to normal, but loading a diffuse in place of a heightmap works well enough for the conversion. Then in your paint program, make a grey scale image of your diffuse for your specular map. ~ a grey scale of your normal may also work. Contrast can be adjusted at this time. Other than that, there's Shadermap, which is a bit more robust. I'm fairly new to the program and it seems to be free as long as you get the Basic version. I just have a feeling it's going to pop up and say something about an evaluation but I haven't seen anything yet. If I recall, there was a hack to reset Crazybump's 30 day trial but I don't like using that stuff. Edited February 22, 2022 by Mr.Rocket 0 Quote Share this post Link to post
FR4M3 Posted February 22, 2022 Then there's also this. http://www.boundingboxsoftware.com/materialize/ :) 0 Quote Share this post Link to post
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