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Removing a part of a model

Started by VGames, September 13, 2014, 08:15:12 AM

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VGames

What's the easiest way to remove the drool pouring out of the hell knights mouth?
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douglas quaid

A hell hanky  ;D

Ah no, I always thought it was a material. Maybe change it to see through.
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VGames

LOL good one.

I looked for a command to do that but had no luck. What's the command?
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Zombie

To remove part of the model, you would need to import the MD5 and export it again, which will probably cause lots of issues.

Just go in to the MD5 mesh of the hellknight and change the drooling material to textures/common/nodraw

VGames

That's what I was looking for. I had seen this before but couldn't remember. Thanks man.
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oneofthe8devilz

#5
Quote from: Zombie on September 13, 2014, 11:55:11 AM
To remove part of the model, you would need to import the MD5 and export it again, which will probably cause lots of issues.

Just go in to the MD5 mesh of the hellknight and change the drooling material to textures/common/nodraw

Actually you can remove elements of an md5mesh by text-editing aswell...

You just have to keep count of how many elements you remove

example:

When you open up an .md5mesh u have something like:

QuoteMD5Version 10

numJoints 75
numMeshes 3

joints {...}

mesh {...}
mesh {...}
mesh {...}

And lets say the first mesh is the thing you want to remove (you can identify it by the material shader it has defined for each mesh)...
So you remove the first mesh along with all "shader", "vert", "tri" and "weight" information...

Now all there is left to do is to change the "numMeshes" count from "3" to "2" and the .md5mesh is good to be read by the game engine...

QuoteMD5Version 10

numJoints 75
numMeshes 2

joints {...}

mesh {...}
mesh {...}

This will keep your .md5mesh filesize clean and small and should generally do better, performance wise, compared to just setting the shader of the mesh in question to "nodraw"...

That's the beauty of a textbased filesystem...
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Zombie

Quote from: oneofthe8devilz on October 01, 2014, 02:09:31 PM
Quote from: Zombie on September 13, 2014, 11:55:11 AM
To remove part of the model, you would need to import the MD5 and export it again, which will probably cause lots of issues.

Just go in to the MD5 mesh of the hellknight and change the drooling material to textures/common/nodraw

Actually you can remove elements of an md5mesh by text-editing aswell...

You just have to keep count of how many elements you remove

example:

When you open up an .md5mesh u have something like:

QuoteMD5Version 10

numJoints 75
numMeshes 3

joints {...}

mesh {...}
mesh {...}
mesh {...}

And lets say the first mesh is the thing you want to remove (you can identify it by the material shader it has defined for each mesh)...
So you remove the first mesh along with all "shader", "vert", "tri" and "weight" information...

Now all there is left to do is to change the "numMeshes" count from "3" to "2" and the .md5mesh is good to be read by the game engine...

QuoteMD5Version 10

numJoints 75
numMeshes 2

joints {...}

mesh {...}
mesh {...}

This will keep your .md5mesh filesize clean and small and should generally do better, performance wise, compared to just setting the shader of the mesh in question to "nodraw"...

That's the beauty of a textbased filesystem...

While viable, it's so easy to make a mistake if you're not sure what you're doing.

That's for super advanced users I think!

VGames

I forgot to let you guys know I used oneofthe8devilz method and removed the tongue and drool from the Hellknights. I also removed the drool from the Pink demons too. Thanks for the help.
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motorsep

Or you could just edit textures / skins and leave md5mesh alone.

VGames

Well it bothered me to just make it invisible. I wanted it gone. That's how much I hated that crap.
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bkt

Quote from: motorsep on July 10, 2015, 05:15:27 PM
Or you could just edit textures / skins and leave md5mesh alone.
Removing the mesh is the optimal method, if the riskier of the two. 

motorsep

Quote from: bkt on July 14, 2015, 01:49:55 PM
Removing the mesh is the optimal method, if the riskier of the two.

Not really optimal. If whatever parts of the mesh were separate surfaces, you can assign nodraw material to those parts via skin and those surfaces won't render. This way you don't need to hack the mesh, and whatever is not desired will not render.

VGames

It's so much easier to hack the mesh though. You just highlight, backspace, decrease the number of meshes and save.
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motorsep

Quote from: VGames on July 14, 2015, 04:40:44 PM
It's so much easier to hack the mesh though. You just highlight, backspace, decrease the number of meshes and save.

It's not your assets. So when you modify them and redistribute them, you really violate EULA. It's not so much the case with skins. Also, you can't go back to original assets. With skins, you can simply switch skin and you got the original look back.

VGames

I know they're not mine but when they give me tools to change them and then a way to give those edited versions to others I will. Changing a skin or altering a sound is no different then altering a model. I'm not making money off of this so what's the harm? I've edited their maps, their code, and just about everything else they had in this game. I don't think taking away a stupid looking tongue matters at this point.
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