Any way to edit around the 4 model limit?
Posted: Sun Mar 23, 2014 1:04
GZDoom has a limit of 4 models per actor. Multiple models are sometimes used on a single actor at the same time; such as one model for a soldier and a second for his gun. However, models can also be used sequentially, say one model for the walking states, another for attacking and another for death etc. In both cases, as far as I know, with normal MODELDEF conventions, the limit of 4 models applies.
With the first scenario the 4 model limit seems reasonable and I have never needed more than 4 models in that set of circumstances. In the second, however, it is very easy to run out of model "slots" and I have had to compromise a few times. I have now come across a source of models where, if I try to use them in GZDoom, I am likely to hit the limit quite quickly.
The source is the game SiN. It has some great models that I think will work pretty well in GZDoom. However, the models for enemies are not like Quake2 models where all the animations are in a single model but, rather, each phase of animation is in a separate model. So, there is a model for idling, another for walking, another one (or more) for pain, a firing model, possibly a melee model and then, finally, another one (or more) for death. Even with the basic Doom states of spawn, see, missile, pain and death, I'm one model slot short. If I want alternative deaths, pain animations or a melee attack too, I'm well short.
So, the question is, is there a way around this that anyone knows of? I guess that I could do something like spawn a death actor to take care of the death frames but I wonder if there might be a configuration file (like an MD3 .C file or something) that can be used to augment MODELDEF and allow more than 4 models.
With the first scenario the 4 model limit seems reasonable and I have never needed more than 4 models in that set of circumstances. In the second, however, it is very easy to run out of model "slots" and I have had to compromise a few times. I have now come across a source of models where, if I try to use them in GZDoom, I am likely to hit the limit quite quickly.
The source is the game SiN. It has some great models that I think will work pretty well in GZDoom. However, the models for enemies are not like Quake2 models where all the animations are in a single model but, rather, each phase of animation is in a separate model. So, there is a model for idling, another for walking, another one (or more) for pain, a firing model, possibly a melee model and then, finally, another one (or more) for death. Even with the basic Doom states of spawn, see, missile, pain and death, I'm one model slot short. If I want alternative deaths, pain animations or a melee attack too, I'm well short.
So, the question is, is there a way around this that anyone knows of? I guess that I could do something like spawn a death actor to take care of the death frames but I wonder if there might be a configuration file (like an MD3 .C file or something) that can be used to augment MODELDEF and allow more than 4 models.