hh79 / gzdoomvr

Classic Doom/Heretic/Hexen games in stereo 3D and VR; modified version of gzdoom.
GNU General Public License v3.0
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Is there a way to generate template MODELDEFs ? (feature request) #40

Open dikonov opened 3 years ago

dikonov commented 3 years ago

I am trying to set up VR versions of all games supported by GZdoom. (Doom, Heretic, Hexen and hopefully Strife too). It is essential to have proper 3d models instead of flat sprites but getting the right resources to work with gzdoom is a difficult chore. There are good modpacks for Doom and Heretic that solve this problem, but getting Hexen to work is problematic and I prefer Hexen to Doom.

The problem There is no complete set of gzdoom models for Hexen. However, such sets (xccp, jccp, xarp) exist for the doomsday engine. They include all necessary models in dmd format. Porting these to gzdoom requires to write the correct modeldef files. The main problem in making modeldefs for already existing models is getting the template and engine's internal ids (actor and sprite names, numbers of animation frames) right.

I attempted to add 3 simple models to gzdoomvr and one of them never works no matter what. I failed to get the Leafless Tree model to be visible, even though the model itself is OK.

Request Could you make an option or an small utility to have the engine itself output the skeletal MODELDEFs for all possible models in a wad, so that the user could fill in the filenames of the models and skins and be sure that they will work?

e.g.

Model "ZTreeLarge1" {
    Path "Models/Decor/ "
    Model 0 ""
    Skin 0 ""
    Scale 2 2 2
    FrameIndex TRE4 A 0 0
}

Would be a good start for making the trees in the 1st map of Hexen 3d. It contains only the data that the engine already has inside. It is even possible later to search for doomsday .ded definition containing a matching actor name ZTREELARGE1 and get the filenames of the model and the skin.