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model def aid
Posted: Tue Mar 18, 2008 8:04
by sykesccorp
ok ive got custom frames and its named by a b c so on so fourth but one of the animations has got 50 frames in it so is it possible to go from x y z to ab ac ad ae so on so fourth is that possible need to know as soon as possible
Posted: Tue Mar 18, 2008 11:53
by Enjay
The furthest you can go is the extra characters that are used in actors such as the achvile, Hexen Cleric and Strife Robot ( ie [ / ] )
There is nothing to stop you using different sprite names though eg
SPR1 ABCDEFGH...
SPR2 ABCDEFGH...
Posted: Tue Mar 18, 2008 20:43
by sykesccorp
sweet thanks
Posted: Tue Mar 18, 2008 21:45
by Enjay
My bad, the extra characters are "[", "\" and "]" not "[", "/" and "]" but the additional sprite thing is correct.
Posted: Wed Mar 19, 2008 5:24
by sykesccorp
ok thanks
but i still need a little help with this im not relly good at making new monsters and stuff is this correct with model def and the decorate?
btw its the doom3 archvile
Posted: Fri Mar 21, 2008 16:32
by Enjay
The actor has less frames defined than the model.
eg
DECORATE
But your MODELDEF has far more frames
Code: Select all
FrameIndex MOVE A 0 1 //Chase
FrameIndex MOVE B 0 2
FrameIndex MOVE C 0 3
FrameIndex MOVE D 0 4
FrameIndex MOVE E 0 5
FrameIndex MOVE F 0 6
FrameIndex MOVE G 0 7
FrameIndex MOVE H 0 8
FrameIndex MOVE I 0 9
FrameIndex MOVE J 0 10
FrameIndex MOVE K 0 11
FrameIndex MOVE L 0 12
FrameIndex MOVE M 0 13
FrameIndex MOVE N 0 14
FrameIndex MOVE O 0 15
FrameIndex MOVE P 0 16
FrameIndex MOVE Q 0 17
FrameIndex MOVE R 0 18
FrameIndex MOVE S 0 19
FrameIndex MOVE T 0 20
FrameIndex MOVE U 0 21
FrameIndex MOVE V 0 22
FrameIndex MOVE W 0 23
FrameIndex MOVE X 0 24
FrameIndex MOVE Y 0 25
FrameIndex MOVE Z 0 26
FrameIndex MOVE AB 0 27
FrameIndex MOVE AC 0 28
FrameIndex MOVE AD 0 29
Your see state would have to look something like this
Code: Select all
See:
MOVE ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 3 A_Chase
loop
And the last 3 frames in modeldef are illegal names.
Code: Select all
FrameIndex MOVE AB 0 27
FrameIndex MOVE AC 0 28
FrameIndex MOVE AD 0 29
They should be something like
Code: Select all
FrameIndex MOVE [ 0 27
FrameIndex MOVE \ 0 28
FrameIndex MOVE ] 0 29
Also, I think you will have to provide actual sprites in the WAD to make this work - so why not use existing sprites? They will never be seen anyway. eg
Code: Select all
See:
POSS ABCDEFGHIJKLMNOPQRSTU 3 A_Chase
SPOS ABCDEFGH 3 A_Chase
loop
Code: Select all
FrameIndex POSS A 0 1 //Chase
FrameIndex POSS B 0 2
FrameIndex POSS C 0 3
FrameIndex POSS D 0 4
FrameIndex POSS E 0 5
FrameIndex POSS F 0 6
FrameIndex POSS G 0 7
FrameIndex POSS H 0 8
FrameIndex POSS I 0 9
FrameIndex POSS J 0 10
FrameIndex POSS K 0 11
FrameIndex POSS L 0 12
FrameIndex POSS M 0 13
FrameIndex POSS N 0 14
FrameIndex POSS O 0 15
FrameIndex POSS P 0 16
FrameIndex POSS Q 0 17
FrameIndex POSS R 0 18
FrameIndex POSS S 0 19
FrameIndex POSS T 0 20
FrameIndex POSS U 0 21
FrameIndex SPOS A 0 22
FrameIndex SPOS B 0 23
FrameIndex SPOS C 0 24
FrameIndex SPOS D 0 25
FrameIndex SPOS E 0 26
FrameIndex SPOS F 0 27
FrameIndex SPOS G 0 28
FrameIndex SPOS H 0 29
Posted: Sun Mar 30, 2008 5:07
by deded007
Wrong! you CAN use nonexistant sprites!