Right now, we are replacing each sprite frame with each model frame.
This would be difficult with models that contain hundreds of frames.
Can you add a quick hack or something so that I can specify a range of frame indexes in the model for each sprite?
For example:
Code: Select all
POSS A 0 0 20
Second is the model number.
The last two numbers would be the range of the animation. GZDoom will somehow calculate the animation so that those 20 frames fit that one POSS A frame.
EDIT: Hmm now that I think of it. What I wrote is a very clumsy implementation. But I hope you get what I'm requesting for. I want an easier way to define long model animations... the current implementation is just too tiring for long animations.
(note: this post may contain tons of mistakes as it is almost 6AM as I typed it)