Code: Select all
Model SteelCrate
{
   Path "Models/Crate"
   Model 0 "Steelc.md2"
   Skin 0 "Steelc.png"
   Frame COL1 A 0 "frame01"
}I am workong on some converted HL models, one of them has several complex movement animation frames which makes up a total of 300 frames for this actor. This would mean, that I have to create an actor that might look like this:
Code: Select all
Model ComplexActor
{
   Path "Models/cact"
   Model 0 "cact.md2"
   Skin 0 "cact.png"
   Frame COL1 A 0 "frame01"
   Frame COL1 B 0 "frame02"
   Frame COL1 C 0 "frame03"
   Frame COL1 D 0 "frame04"
   Frame COL1 E 0 "frame05"
   Frame COL1 F 0 "frame06"
   [..]
   Frame XYZ1 K 0 "frame300"
}Now I had thought about a solution and came up with this: What about the possibility to assign a whole animation sequence to one decorate sprite/frame instead only one animation frame?
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Model ComplexActor
{
   Path "Models/cact"
   Model 0 "cact.md2"
   Skin 0 "cact.png"
   FrameSeq POSS A 0 "index_start" "index_end"
}For better understanding, here is an example:
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DECORATE:
actor ZombieManModel : ZombieMan
{
   states:
      Melee:
          POSS E 35 A_CustomMissile(...)
          Goto See
}Code: Select all
MODELDEF:
Model ComplexActor
{
   Path "Models/cact"
   Model 0 "cact.md2"
   Skin 0 "cact.png"
   FrameSeq POSS E 0 "10" "40"
}Having this feature would absolutely rock and help me a lot during the development of TCotD3. I use a lot of HL conversion models that fit perfect for that setting but creating all the entries in the MODELDEFS for each of the 20 monsters and their 200 - 300 animation frames, it would take ages for me. With something like that, I could finish the monsters within one day.
As I said, I am no coder and I don't know in how far this is doable, but it sounds easy to me and I am sure there must be some little workaround that makes these things more comfortable to handle
