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Posted: Fri Oct 13, 2006 20:52
by DaniJ
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).

Posted: Fri Oct 13, 2006 21:50
by Graf Zahl
Why shouldn't it be possible? If someone wants he can easily create a new model class to handle different formats. But it won't be me. I simply don't have the time to do it.

Posted: Sat Nov 04, 2006 6:04
by Nash
bumpity bump!

Now that custom states are in, I'm just curious in finding out how will the new model format look like?

Posted: Sat Nov 04, 2006 8:56
by Graf Zahl
I have no idea. The custom state stuff is not yet complete. I still need A_Jump to custom states. Furthermore, I am very short on time right now. The 3 days for the custom states were almost a miracle. Shouldn't it be any indication that I haven't updated GZDoom to 2.1.7 yet?

Posted: Fri Dec 15, 2006 4:32
by crazykrigger
Graf Zahl wrote:THE JDOOM MODELPACK RELIES ON DED FILES. THEY DON'T WORK WITH GZDOOM, WHICH HAS IT'S OWN FORMAT.
Did you have any changes after this post at last year? :\


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...

Posted: Fri Dec 15, 2006 10:00
by Graf Zahl
There was a bug in the hires texture loading code and I am not certain it was fixed in 1.0.21. It will be in the next version.

Posted: Fri Jan 12, 2007 20:35
by Chilvence
Hey, how about if the JDRP contained definitions for GZdoom as well. Would that be good?

Posted: Fri Jan 12, 2007 22:29
by Graf Zahl
Sure. Too bad that I don't have the time to create a better definition format for animated objects... :( Non-interpolated monster models are not that great.

Posted: Sat Jan 13, 2007 1:24
by Chilvence
Its no biggie, the monster models aren't the best part of it anyway.