Model definition format

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

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BlazingPhoenix
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Post by BlazingPhoenix »

I'm having trouble with getting the JDoom pack to load, but it only loads the ABBS alternative sounds.....
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TheDarkArchon
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Post by TheDarkArchon »

/slaps forehead

THE JDOOM MODELPACK RELIES ON DED FILES. THEY DON'T WORK WITH GZDOOM, WHICH HAS IT'S OWN FORMAT.

*breathes*

I said it.
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Graf Zahl
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Post by Graf Zahl »

Let there be brain... :?
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TheDarkArchon
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Post by TheDarkArchon »

must...resist...Monty...Python...reference.........no....can't...

He's not the Messiah, he's a very naughty boy.

Damn it >_< ;)
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BlazingPhoenix
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Post by BlazingPhoenix »

*shoots self* well sorry jeez.
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chaoscentral
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Post by chaoscentral »

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]
Chilvence
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Post by Chilvence »

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.
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.
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Graf Zahl
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Post by Graf Zahl »

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.
crazykrigger
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Post by crazykrigger »

but if youll add jdoom models it will be the best port with functions of zdoom and best models in jdoom and textures
so maybe youll rewrite defs to your format please :)

or it will be just anouther port....
kc32
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Post by kc32 »

So, are we eventually going to see models of the standard Doom monsters?
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Graf Zahl
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Post by Graf Zahl »

Eventually, yes. But as I said, it will have to wait until I can update to ZDoom 2.1. With the current state setup it will be far too messy.
kc32
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Post by kc32 »

Is there a wad with at least a couple models to play around with?
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Nash
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Post by Nash »

Sorry to bump this old thread, but how feasible would it be to implement a skeletal animation system in GZDoom?
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Graf Zahl
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Post by Graf Zahl »

Do you want do do it?
Sorry, but that sounds a bit like overkill. I most certainly won't do it.
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Nash
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Post by Nash »

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...

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