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Posted: Tue Oct 04, 2005 2:21
by Inuyasha_989
Models in GZdoom would be freakin' sweet![/petergriffin]
Seriously, it would be pretty kool. But the real question is...who's gunna make the Models themselves?
Posted: Tue Oct 04, 2005 8:10
by wildweasel
Inuyasha: Probably the same person that's already been making them - DaniJ.
Graf: Just out of curiosity...with all this model stuff going around, I have just a few suggestions (mostly aimed for weapon mods, but they also apply very much for wads that need specific models).
* Support for view models for weapons (this ought to be obvious enough)
* A lump file that allows you to define external models, define the skins that are attached to those models, and define which frames of which animations replace a given sprite/frame. For example, this is how I think the lump might look (bear in mind that I've only had experience with how HL's MDL format is arranged):
Code: Select all
pistol.md2
{
skin PISTOL.PNG
+INTERPOLATED
Origin 0 -16 0
States
{
"deep_idle" 1 PISG A
"fire1" 3 PISG B
"fire1" 6 PISG C
"fire1" 9 PISG D
}
}
Then one could create a decorate weapon using the aliased sprite names:
Code: Select all
...
States
{
Fire:
PISG A 2 A_FireBullets(...)
PISG B 2
PISG C 2
PISG D 2
Goto Ready
...
And the mod's author could feel free to import sprite versions of each frame, and the mod would work in both ZDoom and GZDoom (except GZDoom would use the model's aliased frames instead of the sprites in the wad file).
Posted: Tue Oct 04, 2005 8:24
by Graf Zahl
I haven't decided yet how the format should look, especially the handling of the skins. The MD2 format contains internal skin definitions and it remains to be seen whether I will implement an override. It would make sense because the model for the keys could be reused for other colored keys for example.
More important right now is to get it to work at all, especially the lighting.