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misc_gamemodel OBJ model angles

#1
When I use a misc_gamemodel (OBJ format) its angles are interpreted in different ways:

Netradiant:
[Image: o44rzpo07uqg375qitk_thumb.png]

Ingame:
[Image: ysp1k3nabweiahkvmb3y_thumb.png]
(the right one is a MD3 model, no problems with that)

It's the same model but rotated 90 grades. The entity is rotated (angles -0.000000 0.000000 90.000000) and that's the angle in the second shot.
I suspect that is Netradiant's fault but i don't know what is happening.
somewhere
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#2
Did you try using misc_model instead?
(btw, what's the difference between these two?)

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#3
This bug is caused by stubbornness of both LordHavoc and me Tongue

I refuse to change NetRadiant to treat angles in .obj different from how id software's GtkRadiant treats them, as I want to stay compatible to id software's tools.

LordHavoc refuses to change DarkPlaces to treat angles in .obj the same as how id software's GtkRadiant treats them, as he says GtkRadiant's way is wrong.


If only this could be fixed by a simple rotation, then I'd work around it from QC code. For the time being, don't use OBJ with misc_gamemodel. Use MD3.
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#4
(10-02-2011, 11:40 PM)Lord Canistra Wrote: Did you try using misc_model instead?
(btw, what's the difference between these two?)

misc_model models are "baked" in the BSP file while the misc_gamemodel models are loaded by the engine. I wanted to use the second one because is possible to add LOD models.


Thanks divVerent. I remember that read somewhere that ID Software used a different coordinate system (Y <-> Z).
So...
Code:
if obj_extension(self.model) { // strnlen, substring, strncmp?
  self.angles = angle_change(self.angles); // DarkPlaces doesn't like my angles
}
In pseudocode is easy Tongue
somewhere
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