More efficient way to define model animations

Moderator: Graf Zahl

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Nash
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More efficient way to define model animations

Post by Nash »

While I do realize that once Randy eventually releases his new version of ZDoom, you'll probably have this sorted out, but is there any quick and future-proof way to improve the current model implementation?

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
First number is the sprite lump.

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)
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Nash
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Post by Nash »

Yes/No/Fail?
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Graf Zahl
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Post by Graf Zahl »

I won't touch the model code anymore until I can do it for real.
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Nash
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Post by Nash »

Got it. =(
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Paul
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Post by Paul »

Bump!

Graf, sorry for asking many questions and being a general Pita, but are you going to add interpolation for models once they are in a useful state, eventually or no at all? I'd like to know this personally please, because I need to know wether to mess with models and learn them more properly or not for some of my projects.
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Post by Nash »

So... Graf, just wondering, when would be the right time to "do it for real"? What kept you from doing a proper, robust model implementation before?
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Graf Zahl
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Post by Graf Zahl »

Custom state labels.

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