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Multi-Frame (and mabe skin) per State (modeldef)

Posted: Fri Jul 24, 2009 16:30
by dark-slayer-201
This is a bit hard to explain, so i will try to show a point.

Origional Modeldef
MODEL CHAINGUN
{
Path "md3/HUD/CHAINGUN"
Model 0 "ChainBarrel.md3"
Skin 0 "barrel.png"
Model 1 "ChainBase.md3"
Skin 1 "chaingun.png"

Scale -1.1 1.0 1.0

NOINTERPOLATION
ZOffset -1

FrameIndex CHGG A 0 0 FrameIndex CHGG A 1 0
FrameIndex CHGG A 0 0 FrameIndex CHGG A 1 8
}
This skips to frame 8 from 0 straight away between states which is annoying with a chaingun because it looks crap.

and i would like it to work like this
MODEL CHAINGUN
{
Path "md3/HUD/CHAINGUN"
Model 0 "ChainBarrel.md3"
Skin 0 "barrel.png"
Model 1 "ChainBase.md3"
Skin 1 "chaingun.png"

Scale -1.1 1.0 1.0

NOINTERPOLATION
ZOffset -1

FrameIndex CHGG A 0 0 0 FrameIndex CHGG A 0 1 0
FrameIndex CHGG A 1 0 0 FrameIndex CHGG A 1 1 1
FrameIndex CHGG A 2 0 0 FrameIndex CHGG A 2 1 2
FrameIndex CHGG A 3 0 0 FrameIndex CHGG A 3 1 3
FrameIndex CHGG A 4 0 0 FrameIndex CHGG A 4 1 4
FrameIndex CHGG A 5 0 0 FrameIndex CHGG A 5 1 5
FrameIndex CHGG A 6 0 0 FrameIndex CHGG A 6 1 6
FrameIndex CHGG A 7 0 0 FrameIndex CHGG A 7 1 7
FrameIndex CHGG A 8 0 0 FrameIndex CHGG A 8 1 8

FrameIndex CHGG A 0 0 0 FrameIndex CHGG B 0 1 9
FrameIndex CHGG A 1 0 0 FrameIndex CHGG B 1 1 10
FrameIndex CHGG A 2 0 0 FrameIndex CHGG B 2 1 11
FrameIndex CHGG A 3 0 0 FrameIndex CHGG B 3 1 12
FrameIndex CHGG A 4 0 0 FrameIndex CHGG B 4 1 13
FrameIndex CHGG A 5 0 0 FrameIndex CHGG B 5 1 14
FrameIndex CHGG A 6 0 0 FrameIndex CHGG B 6 1 15
FrameIndex CHGG A 7 0 0 FrameIndex CHGG B 7 1 16
FrameIndex CHGG A 8 0 0 FrameIndex CHGG B 8 1 17
}
I am trying to show, is that i would like modeldef to have an extra optional script to play the selected frames (like more than 3 model frames) in 1 sprite state.

The Bold numbers will be added to allow another frame to be added to 1 state
so the model of CHGG plays frames 1-8 (which is defined to play 8 frames) in the state CHGGA0 until it gets to CHGGB0, which it will play frames 9-17 while going back to CHGGA0

If you understand jdoom ded files, i will show what i mean
Copy Model { State = "SGUNDOWN" Md2{Frame = "POW01"} }
Copy Model { State = "SGUNUP" Md2{Frame = "POW01"} }
Copy Model { State = "SGUN1" Inter=0 Md2{ Frame = "POW01" }}
Copy Model { State = "SGUN1" Inter=0.5 Md2{ Frame = "POW01" }}
Copy Model { State = "SGUN2" Inter=0 Md2{ Frame = "POW02" }}
Copy Model { State = "SGUN2" Inter=0.5 Md2{ Frame = "POW03" }}
Copy Model { State = "SGUN3" Inter=0 Md2{ Frame = "POW04" }}
Copy Model { State = "SGUN3" Inter=0.5 Md2{ Frame = "POW05" }}
Copy Model { State = "SGUN4" Inter=0 Md2{ Frame = "POW06" }}
Copy Model { State = "SGUN4" Inter=0.5 Md2{ Frame = "POW07" }}
Copy Model { State = "SGUN5" Inter=0 Md2{ Frame = "POW08" }}
Copy Model { State = "SGUN5" Inter=0.5 Md2{ Frame = "POW09" }}
Copy Model { State = "SGUN6" Inter=0 Md2{ Frame = "POW10" }}
Copy Model { State = "SGUN6" Inter=0.5 Md2{ Frame = "POW11" }}
Copy Model { State = "SGUN7" Inter=0 Md2{ Frame = "POW12" }}
Copy Model { State = "SGUN7" Inter=0.5 Md2{ Frame = "POW13" }}
Copy Model { State = "SGUN8" Inter=0 Md2{ Frame = "POW14" }}
Copy Model { State = "SGUN8" Inter=0.5 Md2{ Frame = "POW15" }}
Copy Model { State = "SGUN9" Inter=0 Md2{ Frame = "POW16" }}
Copy Model { State = "SGUN9" Inter=0.5 Md2{ Frame = "POW17" }}
See how it repeats a state like SGUN9 twice, but uses 2 model frames for that 1 state
that is something like i would like modeldef to do.

it is hard for me to explain, so i am showing you the best i can.
I hope someone understands.

Edit: fixed typos and added more detail to explanation

Edit2: i would like to be able to add a custom skin to the added frames.

Re: Multi-Frame per State (modeldef)

Posted: Mon Jul 27, 2009 8:27
by dark-slayer-201
Please, i would like this to be added.
it would make my model pack, and other people's packs not dodgy and jumpy when we are limited to certain frames

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Wed Jul 29, 2009 17:48
by wildweasel
You need to learn patience. It's only been two days since the thread was started, and please remember that not only does Graf have a job, he also has numerous other obligations in addition to the whole rest of the community to look after. Don't stress Graf out. He is far less merciful than I.

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Wed Jul 29, 2009 19:06
by Gez
wildweasel wrote:You need to learn patience. It's only been two days since the thread was started, and please remember that not only does Graf have a job, he also has numerous other obligations
And he also has vacations.

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Thu Jul 30, 2009 7:18
by Pluck101
Damn i wish i was smart enough to understand what everyone is talking about in this topic...

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Thu Jul 30, 2009 10:37
by dark-slayer-201
I know i am abit impatient, but i have feature requests on st forum that no-one has even thought on posting on.
oh, and i didn't know that Graf was one of the only builders, i thought there was much more.

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Thu Jul 30, 2009 11:37
by Gez
ds201 wrote:I know i am abit impatient, but i have feature requests on st forum that no-one has even thought on posting on.
oh, and i didn't know that Graf was one of the only builders, i thought there was much more.
Graf is the only maintainer of GZDoom. Didn't you notice that the GZDoom site's URL was grafzahl.drdteam.org?

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Thu Jul 30, 2009 11:39
by dark-slayer-201
nope, but now i know.

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Thu Jul 30, 2009 12:43
by Rachael
ds201, you come to this forum being very demanding. You have not behaved quite this demanding on the Skulltag forum that I have ever seen - don't do it here.

Re: Multi-Frame (and mabe skin) per State (modeldef)

Posted: Fri Jul 31, 2009 0:50
by Nash
I hate to break this to you but I don't think Graf has any plans to extend the MD3 code anytime soon, if ever.

If you bothered to do a little searching, you'd have found out that there are several Feature Suggestions regarding models that are either piling up, or closed because he simply doesn't have the time or interest, unless someone steps in to help him with the model code.

As much as I'd love to see the MD3 code being used 100% (that is including multi materials, Quake 3 shaders, per vertex model lighting) I doubt it's going to happen...