Model definition format
Moderator: Graf Zahl
-
- Posts: 488
- Joined: Sun Aug 28, 2005 5:11
-
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
-
- Posts: 113
- Joined: Tue Aug 30, 2005 14:08
- Location: E1M1
heres a sample model, all the basic animations and the qc file. The QC file defines hit boxes, textures, sequences, and other information, just open the qc file in notepad to view it...
[spoiler]shhhhhh... don't tell valve http://www.chaoscentral.biz/downloads/models/[/spoiler]
[spoiler]shhhhhh... don't tell valve http://www.chaoscentral.biz/downloads/models/[/spoiler]
-
- Posts: 20
- Joined: Sun Nov 13, 2005 3:44
Would custom state labels mean a big rethink of the general monster ai or would it just be to make writing decorate monsters easier? It does sound like it could potentially make model definitions a whole lot easier.Graf Zahl wrote:Generally I agree with you. But that is something that has to wait until custom state labels exist. Then I would enforce something much stricter for actors that are to be replaced with models.
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Since custom labels will be usable as jump targets it will make things a lot easier for everyone involved.
I really don't like Doomsday's state based model assignment. It creates bloated definition files and is hard to maintain - and with state jumps and other things that make the actors more complex it quickly becomes unmaintainable.
With custom labels I can simply define one animation sequence to range from one label to the next. Of course that would also mean that the DECORATE makers would have to use them instead of jumps by distance.
I really don't like Doomsday's state based model assignment. It creates bloated definition files and is hard to maintain - and with state jumps and other things that make the actors more complex it quickly becomes unmaintainable.
With custom labels I can simply define one animation sequence to range from one label to the next. Of course that would also mean that the DECORATE makers would have to use them instead of jumps by distance.
-
- Posts: 2
- Joined: Wed Jan 04, 2006 15:48
-
- Posts: 15
- Joined: Mon Oct 03, 2005 22:28
- Location: Kansas
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
- Posts: 15
- Joined: Mon Oct 03, 2005 22:28
- Location: Kansas
-
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
-
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
I wouldn't have the slightest clue how to. Just asking. Yeah it sounds silly because the way actors work in Doom. I guess it just wouldn't work.
I was thinking I can somehow accomplish something similar to how Quake 3 worked with the tags system by attaching two (or more) models together with separate animations each. Don't know how that'll work though...
Maybe the real player class would be replaced by the leg models, and the head and body would be attached to it and follow it around. For aiming up and down; if Randy ever implements actor pitch functions in ACS, that can be used to simulate the player model looking up and down.
Hmmm...
I was thinking I can somehow accomplish something similar to how Quake 3 worked with the tags system by attaching two (or more) models together with separate animations each. Don't know how that'll work though...
Maybe the real player class would be replaced by the leg models, and the head and body would be attached to it and follow it around. For aiming up and down; if Randy ever implements actor pitch functions in ACS, that can be used to simulate the player model looking up and down.
Hmmm...