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Player model example

Posted: Thu Jul 27, 2006 22:42
by Nash
Just drag and drop this onto GZDoom.exe.

NOTE: I DID NOT MAKE THE MODEL! I "borrowed" it from a Quake 2 mod (If I'm not mistaken, it was the same source of models for Kokak's ZDoomGL). In other words, the model does look like crap.

However, this file's purpose is to demonstrate using player models for GZDoom (as well as how to define a custom player class).

Edit: Reuploaded file
http://nash.wanzafran.com/playermodel.zip

EDIT: I realize the weapon model is missing. I'm trying to figure out how to define more than one model per actor. Also, the crouch animation isn't defined yet, so you'll just see the model get squashed vertically.

As soon as I figure those out, I'll upload the new version.

Posted: Fri Jul 28, 2006 15:06
by Cyrez
Nice work nash.

incase i'm not the only one with mooload issues i mirored the file here

http://csiprojects.com/files/playermodel.zip

Posted: Fri Jul 28, 2006 20:30
by Nash
I can't get crouching to work. Graf, can you tell me what I'm doing wrong here?

DECORATE:
[spoiler]

Code: Select all

ACTOR DoomPlayer_ : DoomPlayer replaces DoomPlayer
{
Game Doom
player.crouchsprite "PLYC"
states
  {
  Spawn:
    NULA A 4
    Loop
  See:
    NULC ABCDEF 4
    Loop
  Missile:
    NULD ABCD 2
    goto Spawn
  Melee:
    NULD EF 4 Bright
    NULD GH 4
    goto Spawn
  Pain:
    NULE A 2 A_Pain
    NULE ABCD 4
    goto Spawn
  Death:
    NULF A 8
    NULF B 8 A_Scream
    NULF CDEF 8
    NULF G 8 A_NoBlocking
    NULF H -1
    Stop
  }
}

[/spoiler]

MODELDEF:
[spoiler]

Code: Select all

Model DoomPlayer_                // Name of actor in DECORATE 
{ 
   Path "models/player"          // Path to model in PK3 

   Model 0 "player.md2"          // Model index, model file
   Skin 0 "green.pcx"            // Model index, texture (can be in any format supported by GZDoom) 
   Scale 1.2 1.2 1.2             // Scale values 

   // Standing
   Frame NULA A 0 "stand01"      // The sprite lump, sprite frame, model index, name of frame 

   // Running
   Frame NULC A 0 "run1"
   Frame NULC B 0 "run2" 
   Frame NULC C 0 "run3" 
   Frame NULC D 0 "run4"
   Frame NULC E 0 "run5" 
   Frame NULC F 0 "run6"

   // Attacking
   Frame NULD A 0 "attack1"
   Frame NULD B 0 "attack2" 
   Frame NULD C 0 "attack3" 
   Frame NULD D 0 "attack4"
   Frame NULD E 0 "attack5" 
   Frame NULD F 0 "attack6" 
   Frame NULD G 0 "attack7" 
   Frame NULD H 0 "attack8"

   // Pain
   Frame NULE A 0 "pain101"
   Frame NULE B 0 "pain102" 
   Frame NULE C 0 "pain103" 
   Frame NULE D 0 "pain104"

   // Death
   Frame NULF A 0 "death301"
   Frame NULF B 0 "death302" 
   Frame NULF C 0 "death303" 
   Frame NULF D 0 "death304"
   Frame NULF E 0 "death305"
   Frame NULF F 0 "death306" 
   Frame NULF G 0 "death307" 
   Frame NULF H 0 "death308"

   // Crouching
   Frame PLYC A 0 "crwalk1"
   Frame PLYC B 0 "crwalk2"
   Frame PLYC C 0 "crwalk3"
   Frame PLYC D 0 "crwalk4"

} 
[/spoiler]

Posted: Fri Jul 28, 2006 21:14
by Graf Zahl
No crouching support for models yet. Sorry.

Posted: Sat Jul 29, 2006 8:13
by Nash
Should I just wait for you to implement proper model support (in other words, ZDoom 2.2.0) before I even bother doing all this player model stuff?