GZ - Adding More to Modeldef

Moderator: Graf Zahl

dark-slayer-201
Posts: 149
Joined: Thu Jul 16, 2009 14:31

GZ - Adding More to Modeldef

Post by dark-slayer-201 »

I would like more Flags and some other stuff to be added to Modeldef.
This would make models more flexible, and maybe more useful.

What i would like to be added:

Setting the maximum limit to models per actor greater than 4 models. Simply because alot of the heretic and hexen models use more than 4.

FaceAlways - Forces the Front side of the model to face the current player, like the spheres in jdoom engines and all sprites, and forces billboard to X/Y.

X/Y Offset - Same as ZOffset, except moving the X and Y offsets, written as "Offset FloatX FloatY FloatZ"

X/Y/Z Rotation - Rotates the model at a float angle in X, Y or Z . Not rotating always, just a fixed rotation.

Support for MultiSkinning MD3 Models
eg. Model 0 "Rocket.md3"
Skin 0 0 "Base.png"
Skin 0 1 "Flare.png"
Skin 0 2 "Flame.png"


Automatic : INTERPOLATION between offsets, like zoffset 0 smoothly moving to zoffset -32 using the state time (tics) instead of jumping straight to it.
^ Should not be a high priority.

Automatic : INTERPOLATION of models on Actor sprites with the bright flag.

Automatic : Skip missing Actors located in modeldef.

Sorry if it is alot in 1 topic, but i shouldn't be flooding the forum with a topic for each.
Last edited by dark-slayer-201 on Tue Feb 02, 2010 8:32, edited 4 times in total.
DoomerMrT
Posts: 91
Joined: Thu Aug 09, 2007 19:07

Re: GZ - Adding More to Modeldef

Post by DoomerMrT »

I would also appreciate more models per actor becuase it is kinda annoying when milkshape crashes when saving high detailed md3 models so I have to seperate them and for that, 4 models is pretty much not enough :(
User avatar
Firebrand
Dev Builds Team
Posts: 126
Joined: Mon Aug 10, 2009 21:00
Location: Mexico

Re: GZ - Adding More to Modeldef

Post by Firebrand »

Are you saying you need more than 4 submodels to make a single object?! :shock:
I'm the ruler of the Fire Power.....
DoomerMrT
Posts: 91
Joined: Thu Aug 09, 2007 19:07

Re: GZ - Adding More to Modeldef

Post by DoomerMrT »

As far as I'm not able to add different textures to a single model, yes.
dark-slayer-201
Posts: 149
Joined: Thu Jul 16, 2009 14:31

Re: GZ - Adding More to Modeldef

Post by dark-slayer-201 »

Firebrand wrote:Are you saying you need more than 4 submodels to make a single object?! :shock:
it seems that jxrp-billy and jhrp has more than 4 models, for some stuff.
User avatar
Firebrand
Dev Builds Team
Posts: 126
Joined: Mon Aug 10, 2009 21:00
Location: Mexico

Re: GZ - Adding More to Modeldef

Post by Firebrand »

DoomerMrT wrote:As far as I'm not able to add different textures to a single model, yes.
Do you mean something like the damage skins from Doomsday (i.e. monster takes some damage and changes the model texture to show this damage)?
I'm the ruler of the Fire Power.....
DoomerMrT
Posts: 91
Joined: Thu Aug 09, 2007 19:07

Re: GZ - Adding More to Modeldef

Post by DoomerMrT »

Nah, I mean different textures for different parts of the model. There may be a way around but I am a beginner in modelling so kinda don't know any.
User avatar
Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: GZ - Adding More to Modeldef

Post by Gez »

DoomerMrT wrote:Nah, I mean different textures for different parts of the model. There may be a way around but I am a beginner in modelling so kinda don't know any.
The simplest solution is to merge all textures together, and then offset the model's UV mapping coords accordingly.
User avatar
Enjay
Developer
Developer
Posts: 4752
Joined: Tue Aug 30, 2005 23:19
Location: Scotland

Re: GZ - Adding More to Modeldef

Post by Enjay »

There are other times when more than 4 would be handy. eg, I have used changing skins on some models as a means to animate them. 4 frames of animation is not that much.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia

Re: GZ - Adding More to Modeldef

Post by Nash »

Enjay wrote:There are other times when more than 4 would be handy. eg, I have used changing skins on some models as a means to animate them. 4 frames of animation is not that much.
I doubt that's the intended/proper use of the sub models feature... for what you mentioned, a Quake 3-style shader scripting system would be much more suitable.
User avatar
Enjay
Developer
Developer
Posts: 4752
Joined: Tue Aug 30, 2005 23:19
Location: Scotland

Re: GZ - Adding More to Modeldef

Post by Enjay »

Probably not, but given that there isn't a shader scripting system in GZdoom it does the job. To be fair, I haven't used it much. The only one that was particularly demanding and which I ran out of "frames" for was the model that I used of the Duke Nukem Mini Tank with an Inca soldier driving it and that was mainly because I wanted the Inca in the cab to have a little bit of animation.

Return to “Closed Feature Suggestions”