Model trouble

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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Post by Nash »

Oh sorry I missed your last sentence; nope, currently HUD weapon models aren't supported yet. :/
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mogor
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Post by mogor »

If have to put a sprite into the WAD, I can't use more then 29 frames in model?
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Paul
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Post by Paul »

What about using different sprite names for the same actor?

Decorate:
See:
POS1 ABCDEF 2 A_Chase
POS2 ABCDEF 2 A_Chase // POS 2 are more frames of the same sprite for the walking animation
Loop
Modeldef:
Frameindex POS1 A 0 10
(...)
Frameindex POS2 A 0 120 // etc.
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mogor
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Post by mogor »

Exellent. And can I use model for player?
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Nash
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Post by Nash »

I've created a pwad with a bunch of dummy sprites for the purpose of having models with plenty of animation frames.

They range from NULA to NULZ. That's a total of 676 frames of animation, if you do the math.

I've been using this for awhile. Anyway, hopefully this will be helpful...

Can't wait for proper model support though. =)

http://nash.wanzafran.com/dummysprites.zip
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Paul
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Post by Paul »

Nash you rule :)
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mogor
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Post by mogor »

Is there a program that can rename files in doom pattern? for example

xxxx1
xxxx2
xxxx3

will be renamed as

xxxa0
xxxb0
xxxc0
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Nash
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Post by Nash »

mogor - I used Photoshop's batch renaming tools to create the above ZIP file.

I can't remember the exact procedure I went through but I can tell you this - it was a pain in the ass. =/

Just use my file if you want tons of dummy sprites to use for your models. ;P
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mogor
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Post by mogor »

Ok, I'll use it )
Another question - is there vertex or poligon limit in md3?
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Nash
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Post by Nash »

No, the MD3 format doesn't have any vertex or polygon limit.
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