Actually, skeletal animation can indeed be worked into DOOM's sprite animation system. It just takes a little thought.
We have been planning on rewriting Doomsday's mobj visualization code for a while now and have given keyframed based animation some serious thought.
However, I doubt it will fit in with ZDoom's way of doing things (as Graf has already discovered when porting Doomsday's model rendering code to GZDoom).
Model definition format
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Did you have any changes after this post at last year? :\Graf Zahl wrote:THE JDOOM MODELPACK RELIES ON DED FILES. THEY DON'T WORK WITH GZDOOM, WHICH HAS IT'S OWN FORMAT.
btw
i tried to use hirestextures of jdoom with gzboom and having problems:
i have put them in textures\doom\ and after i have tried to start a level it crashed :\
the same happened when i added 1 texture hi-res there and tried to look on it in any level
new videocard Nvidia Gf7900Gtx last drivers any ideas? :\
update: ph lol forgot i needs HIRESTEX.txt for jdoom hires doom2 textures where can i get it?
update last: btw i continued sitting on jdoom only because it supports normal models, particles and textures, if somebody will make the support of all this things in GZDoom from JDoom ill leave it(jdoom) and all my friends too...
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