Origional Modeldef
This skips to frame 8 from 0 straight away between states which is annoying with a chaingun because it looks crap.MODEL CHAINGUN
{
Path "md3/HUD/CHAINGUN"
Model 0 "ChainBarrel.md3"
Skin 0 "barrel.png"
Model 1 "ChainBase.md3"
Skin 1 "chaingun.png"
Scale -1.1 1.0 1.0
NOINTERPOLATION
ZOffset -1
FrameIndex CHGG A 0 0 FrameIndex CHGG A 1 0
FrameIndex CHGG A 0 0 FrameIndex CHGG A 1 8
}
and i would like it to work like this
I am trying to show, is that i would like modeldef to have an extra optional script to play the selected frames (like more than 3 model frames) in 1 sprite state.MODEL CHAINGUN
{
Path "md3/HUD/CHAINGUN"
Model 0 "ChainBarrel.md3"
Skin 0 "barrel.png"
Model 1 "ChainBase.md3"
Skin 1 "chaingun.png"
Scale -1.1 1.0 1.0
NOINTERPOLATION
ZOffset -1
FrameIndex CHGG A 0 0 0 FrameIndex CHGG A 0 1 0
FrameIndex CHGG A 1 0 0 FrameIndex CHGG A 1 1 1
FrameIndex CHGG A 2 0 0 FrameIndex CHGG A 2 1 2
FrameIndex CHGG A 3 0 0 FrameIndex CHGG A 3 1 3
FrameIndex CHGG A 4 0 0 FrameIndex CHGG A 4 1 4
FrameIndex CHGG A 5 0 0 FrameIndex CHGG A 5 1 5
FrameIndex CHGG A 6 0 0 FrameIndex CHGG A 6 1 6
FrameIndex CHGG A 7 0 0 FrameIndex CHGG A 7 1 7
FrameIndex CHGG A 8 0 0 FrameIndex CHGG A 8 1 8
FrameIndex CHGG A 0 0 0 FrameIndex CHGG B 0 1 9
FrameIndex CHGG A 1 0 0 FrameIndex CHGG B 1 1 10
FrameIndex CHGG A 2 0 0 FrameIndex CHGG B 2 1 11
FrameIndex CHGG A 3 0 0 FrameIndex CHGG B 3 1 12
FrameIndex CHGG A 4 0 0 FrameIndex CHGG B 4 1 13
FrameIndex CHGG A 5 0 0 FrameIndex CHGG B 5 1 14
FrameIndex CHGG A 6 0 0 FrameIndex CHGG B 6 1 15
FrameIndex CHGG A 7 0 0 FrameIndex CHGG B 7 1 16
FrameIndex CHGG A 8 0 0 FrameIndex CHGG B 8 1 17
}
The Bold numbers will be added to allow another frame to be added to 1 state
so the model of CHGG plays frames 1-8 (which is defined to play 8 frames) in the state CHGGA0 until it gets to CHGGB0, which it will play frames 9-17 while going back to CHGGA0
If you understand jdoom ded files, i will show what i mean
See how it repeats a state like SGUN9 twice, but uses 2 model frames for that 1 stateCopy Model { State = "SGUNDOWN" Md2{Frame = "POW01"} }
Copy Model { State = "SGUNUP" Md2{Frame = "POW01"} }
Copy Model { State = "SGUN1" Inter=0 Md2{ Frame = "POW01" }}
Copy Model { State = "SGUN1" Inter=0.5 Md2{ Frame = "POW01" }}
Copy Model { State = "SGUN2" Inter=0 Md2{ Frame = "POW02" }}
Copy Model { State = "SGUN2" Inter=0.5 Md2{ Frame = "POW03" }}
Copy Model { State = "SGUN3" Inter=0 Md2{ Frame = "POW04" }}
Copy Model { State = "SGUN3" Inter=0.5 Md2{ Frame = "POW05" }}
Copy Model { State = "SGUN4" Inter=0 Md2{ Frame = "POW06" }}
Copy Model { State = "SGUN4" Inter=0.5 Md2{ Frame = "POW07" }}
Copy Model { State = "SGUN5" Inter=0 Md2{ Frame = "POW08" }}
Copy Model { State = "SGUN5" Inter=0.5 Md2{ Frame = "POW09" }}
Copy Model { State = "SGUN6" Inter=0 Md2{ Frame = "POW10" }}
Copy Model { State = "SGUN6" Inter=0.5 Md2{ Frame = "POW11" }}
Copy Model { State = "SGUN7" Inter=0 Md2{ Frame = "POW12" }}
Copy Model { State = "SGUN7" Inter=0.5 Md2{ Frame = "POW13" }}
Copy Model { State = "SGUN8" Inter=0 Md2{ Frame = "POW14" }}
Copy Model { State = "SGUN8" Inter=0.5 Md2{ Frame = "POW15" }}
Copy Model { State = "SGUN9" Inter=0 Md2{ Frame = "POW16" }}
Copy Model { State = "SGUN9" Inter=0.5 Md2{ Frame = "POW17" }}
that is something like i would like modeldef to do.
it is hard for me to explain, so i am showing you the best i can.
I hope someone understands.
Edit: fixed typos and added more detail to explanation
Edit2: i would like to be able to add a custom skin to the added frames.