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[gzdoom-g2.1.pre-1159] Multipart model issue

Posted: Sun Jun 21, 2015 21:36
by MaxED
The wiki made me believe that only model 0 will be rendered in this case:

Code: Select all

Model RTCWPhone
{
	Path "models"
	Model 0 "phone1.md3"
	Skin 0 "phone.jpg"
	Model 1 "phone2.md3"
	Skin 1 "phone.jpg"
	Model 2 "phone3.md3"
	Skin 2 "phone.jpg"
	Model 3 "phone4.md3"
	Skin 3 "phone.jpg"
	
	FrameIndex SMGT A 0 0
}
In reality, all 4 models are rendered.

Re: [gzdoom-g2.1.pre-1159] Multipart model issue

Posted: Tue Apr 05, 2016 16:02
by MaxED
So, ummm... any chance of fix or an explanation of the actual logic GZDoom uses here?..

Re: [gzdoom-g2.1.pre-1159] Multipart model issue

Posted: Tue Apr 05, 2016 16:25
by Graf Zahl
No explanation and no fix. Sorry. Much of the model code was inherited from Skulltag so some of the logic even escapes me...

Re: [gzdoom-g2.1.pre-1159] Multipart model issue

Posted: Tue Apr 05, 2016 16:43
by Rachael
In that case, the most logical thing to do is contact the person who worked with Skulltag the most during its OpenGL era - and that would be Torr Samaho.

Re: [gzdoom-g2.1.pre-1159] Multipart model issue

Posted: Wed May 04, 2016 19:11
by Graf Zahl
This was incorrectly initialized to 0 instead of -1.
But if I change this now, it'll cause an uproar because it's almost a given that some people got it wrong.
So I'm leaving it as it is. You can manually set the frame of each model to -1 and let it disappear.