Page 1 of 1
Multple models per frame
Posted: Tue Dec 23, 2008 16:07
by Enjay
I thought this was possible, and I'm sure I have seen it described how to do it, but I can't find the info ATM.
What I am trying to do is make an actor use more than one model per frame. In this case, it's a simple test where what I want to appear on screen is made from two separate models that combine to form the complete appearance that I want. Here's what I have been trying:
Code: Select all
Model Test01
{
Path "Models"
Model 0 "part1.md2"
Skin 0 "part1.png"
Scale 1.0 1.0 1.0
Frame POSS A 0 "frame01"
}
Model Test01
{
Path "Models"
Model 1 "part2.md2"
Skin 1 "part2.png"
Scale 1.0 1.0 1.0
Frame POSS A 1 "frame01"
}
However, when I look at the actor test01 in game, all I get is whichever model is allocated to it last. If I apply the models on their own, both work, but either it isn't possible to combine them, or I'm doing it wrong.
So, help me Obi-wan Kenobi, you're my only hope.

Posted: Tue Dec 23, 2008 16:14
by Enjay
Aha! got it.
Code: Select all
Model Test01
{
Path "Models"
Model 0 "part1.md2"
Skin 0 "part1.png"
Scale 1.0 1.0 1.0
Model 1 "part2.md2"
Skin 1 "part2.png"
Scale 1.0 1.0 1.0
Frame POSS A 0 "frame01"
Frame POSS A 1 "frame01"
}
I'm not sure if that's the best way to set it out, but it works.

Posted: Tue Dec 23, 2008 18:52
by Enjay
And it seems that if you want to do something a little more complex (in this case, I'm changing the skin on only the second model between the A and B frames) it needs to be something like this:
Code: Select all
Model Test01
{
Path "Models"
Model 0 "part1.md2"
Skin 0 "part1.png"
Model 1 "part2.md2"
Skin 1 "part2a.png"
Scale 1.0 1.0 1.0
Frame POSS A 0 "frame01"
Frame POSS A 1 "frame01"
}
Model Test01
{
Path "Models"
Model 0 "part1.md2"
Skin 0 "part1.png"
Model 1 "part2.md2"
Skin 1 "part2b.png"
Scale 1.0 1.0 1.0
Frame POSS B 0 "frame01"
Frame POSS B 1 "frame01"
}
If this is correct, I'll add it to the docs thread. It certainly works as I want it to anyway, so here's hoping that it's right.
For info, one of my abortive attempts to get it to work was this, which does not work:
Code: Select all
Model Test01
{
Path "Models"
Model 0 "part1.md2"
Skin 0 "part1.png"
Model 1 "part2.md2"
Skin 1 "part2a.png"
Model 2 "part2.md2"
Skin 2 "part2b.png"
Scale 1.0 1.0 1.0
Frame POSS A 0 "frame01"
Frame POSS B 0 "frame01"
Frame POSS A 1 "frame01"
Frame POSS B 2 "frame01"
}
Posted: Tue Dec 23, 2008 19:26
by Graf Zahl
Argh. There's no reason other than a bug that the last example does not work.
Posted: Wed Dec 24, 2008 22:32
by Enjay
Kind of related... kind of. If I wanted one of the models attached to an object to be bright, but the other one not to be, is that possible? (I suspect not.)
The method that I have used for such a setup in the past has been to create a decorate object that has one model attached, and which also spawns a second decorate object which has the model that forms the other part of the composite appearance attached. One decorate object has bright frames, the other does not.
That works fine for everything I have needed it for (which has only ever been static decorations - or ones with limited movement (e.g. for a couple of decorations, on model was rotating but the other wasn't)) but I guess that it would be limited and almost no use for monsters etc.
Posted: Fri Feb 06, 2009 9:16
by Tormentor667
Someone should add this to the wiki, I find this quite useful
Posted: Sat Feb 14, 2009 14:14
by Tormentor667
*push*
Posted: Sat Feb 14, 2009 15:25
by Rachael
If I understood it, I would. I'd have to apply it myself, though, and right now I don't have much motivation to really get into it and try to understand it.