model def aid
- sykesccorp
- Posts: 72
- Joined: Fri Feb 01, 2008 2:38
- Location: over where it i is
model def aid
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
- Enjay
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- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
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- sykesccorp
- Posts: 72
- Joined: Fri Feb 01, 2008 2:38
- Location: over where it i is
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
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
- Attachments
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- the delta complex.rar
- DECORATE and MODELDEF
- (1.15 KiB) Downloaded 112 times
- Enjay
- Developer
- Posts: 4723
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The actor has less frames defined than the model.
eg
DECORATE
But your MODELDEF has far more frames
Your see state would have to look something like this
And the last 3 frames in modeldef are illegal names.
They should be something like
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
eg
DECORATE
Code: Select all
See:
MOVE ABCDE 3 A_Chase
loop
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
Code: Select all
See:
MOVE ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 3 A_Chase
loop
Code: Select all
FrameIndex MOVE AB 0 27
FrameIndex MOVE AC 0 28
FrameIndex MOVE AD 0 29
Code: Select all
FrameIndex MOVE [ 0 27
FrameIndex MOVE \ 0 28
FrameIndex MOVE ] 0 29
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