#1115 posted by necros on 2016/01/21 04:21:05
keep in mind, max number of frames in a model (for compatibility with most engines) is 255. i know how easy it can be adding in new animations. :)
161 Frames Of Fun!
#1116 posted by Skiffy on 2016/01/21 06:07:34
Well considering the current shambler is using 94 frames that gives me 161 frames of extra options? Let me get this sucker done first but I would love to work with the Arcane guys to maybe add some souped up Shamblers? :)
#1117 posted by mankrip on 2016/01/21 07:38:14
Framegroups can be used to extend the number of frames in vanilla Quake.
More Frames Where? How?? :)
#1118 posted by Skiffy on 2016/01/21 09:12:39
Oh? How is this done exactly? Just giving them actual names then? So the Run frame group and idle frame group can be no bigger than 255 frames? I would love to find some documentation to read on this...
#1119 posted by mankrip on 2016/01/21 10:24:30
Framegroups are indexed as single frames. If your first framegroup starts at frame 250, the other frame(group) following it will have the index 251, no matter how many frames are inside of the framegroup.
Framegroups were most likely a late addition to the engine, because none of the vanilla models uses this feature, even though it's certainly beneficial to idle and running poses.
#1120 posted by mankrip on 2016/01/21 10:32:25
Some more info: I had forgotten that the torches uses framegroups�
http://renep.home.xs4all.nl/qmehelp/concepts.htm
#1121 posted by mankrip on 2016/01/21 10:40:49
Here. Click on the "Main Window" link, and then scroll down to the "Frame Tree Panel" section:
http://renep.home.xs4all.nl/qmehelp/
Interesting. Framegroups Never Knew About Those.
#1122 posted by Skiffy on 2016/01/21 15:07:58
Ok so how do I add these without using QME? :)
Preach do you have some magic tools for this per chance?
Yes Indeed
#1123 posted by Preach on 2016/01/21 19:27:10
There's a way to do it using the Helper in the python module. The Vortex model from
https://tomeofpreach.wordpress.com/2015/12/30/vortex/
has an example in its python script, the relevant portion are:
from qmdl.helper import Helper
#read the model file
mymdl = Helper()
mymdl.load("model.mdl")
mymdl.group_frames(0, 15, "spiral")
mymdl.save()
BFG9500 Second Iteration
#1124 posted by aDaya on 2016/01/22 11:46:24
Kenneth Scott Goodness For Inspiration
#1125 posted by Skiffy on 2016/01/22 13:24:45
Hmmm too much edgework with no light direction.
https://www.dropbox.com/s/00e0kunjg9z5bvs/Quake_3_Weapons_2.jpg?dl=0
Here is some inspiration and the textures show a lot of directional lighting and tasty little highlights.
Thanks Preach!
#1126 posted by Skiffy on 2016/01/22 13:27:14
I knew I was going to have to get around to installing the python tools at one point...
Now my question Mankrip about framegroups... does it only really help at the end of the file or if I start adding them in the beginning and it somehow encapsulates them making each index add to the count instead of the actual frames? What is the theoretical limit? :)
Skiffy
#1127 posted by aDaya on 2016/01/22 17:17:19
I wanted the edges to be rough like that.
Although yeah I could rework on the overall light, to be on top.
#1128 posted by mankrip on 2016/01/23 01:42:34
Daya: That BFG 9500 looks really good for Quake, it just needs some weathering.
Skiffy: If you group the first scenes, you'll have to modify the QC code, and that means making your models incompatible with everything but your own mod.
Let's say you have a model with these frames�
0 base
1 idle
2 idle
3 idle
4 walk
5 walk
6 walk
� and then you group the "idle" animation:
0 base
1 idle(1,2,3)
2 walk
3 walk
4 walk
See how the indexes of the "walk" animation were affected by the grouping of previous frames.
#1129 posted by necros on 2016/01/23 03:39:13
only thing with frame groups walk and run anims: stock models have different movement per frame. this is accounted for in the code, but with frame groups, you do not know what frame you are on because to the code, it's all the same frame index. you would need to redo the animation so that the movement is constant on all frames.
#1130 posted by mankrip on 2016/01/23 04:08:16
Framegroups do support individual timing for each subframe.
I Think I Get It.
#1131 posted by Skiffy on 2016/01/23 04:09:30
So if I understand this correctly I could have 255 frame groups for some crazy reason? Its not a 255 frame limit but index limit. But if you dont group frames then they each take an index... so to speak.
Daya I do look forward to having this in Quake though :)
Here is another take from the one mode that added all the quake2 weapons to quake 3.
http://www.wireheadstudios.org/album/album35/strogbfg_shots.sized.jpg
Frame Rate Changes?
#1132 posted by Skiffy on 2016/01/23 04:11:03
Amusing... I thought quake1 ran at 10fps logic all the time. Then again I think the minotaur in Arcane has some at a higher framerate?
#1133 posted by necros on 2016/01/23 04:30:42
the individual timing thing doesn't work. also, timing isn't the issue, it's distance.
Necros
#1134 posted by mankrip on 2016/01/23 08:01:06
Individual timing does work. But IIRC, maybe not in GLQuake.
PS: Confirmed, it's a GLQuake-only bug. All hail software rendering!
http://celephais.net/board/view_thread.php?id=60097&start=179&end=179
#1135 posted by mankrip on 2016/01/23 08:06:25
And here's the proof that it does work in WinQuake. See the function R_AliasSetupFrame:
https://github.com/id-Software/Quake/blob/master/WinQuake/r_alias.c
#1136 posted by Skiffy on 2016/01/23 12:52:13
Hmm so now I just need to make a model that uses a zillion frames and work with a programming on this form crazy enough to do it with me? Shub Niggurath proper boss fight anyone? :)
Dont let her just sit in a pool of lava waiting to be tellefragged. Have her take off and hover and fly around after a certain amount of damage coming after the player with all manner of evil spells.
IMO I think you should animate it so you can use it to replace the current model. You can always add extra frames at the end anyway which will be ignored by standard quake.
Was The Plan Fifth :)
#1138 posted by Skiffy on 2016/01/23 13:49:47
Any future models I would add additional features on the back end for any intrepid programmer to tinker with if they are up for it. I plan to add at least 1 new range attack and death for the shambler after his first release. Some sort of AOE lighting sphere channel attack is what I have in mind.
Alt Shambles
#1139 posted by sock on 2016/01/23 14:24:15
Any future models I would add additional features on the back end for any intrepid programmer to tinker with
If you want I can add the new Shambler model to AD with alternative channel attack. Please don't listen to anyone about framegroups, they are freakin nightmare to get right in QC.
Things to consider with your model, add idle animations (checking hands, looking around etc), alternative death animations, maybe a stomp to the ground attack (could be cool for a stomp+lightning combo) Any new stuff you add, let people know the movement speed you animated at, it will make implementing the QC easier.
Also if you have time, update the horrible head gib model, that is so damn ugly it makes me cringe when I see it in game. Any extra gib models (claws+feet) are always welcome! :P
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