ijed - you're right. At this moment I'm only trying to import the ZdoomGL models into Qmle, and so to Quake.
And as they don't understand a word quakes I have to make them understand that dooms isn't the legal arbitary...
No...kiddin, but it takes quiet some time to make them look right with all subroutines that I don't have had time to make the texture part.
I will try to convert the whole pack to Quake so they can be integrated just as the quake monsters. Point is I have to make decissions.
Doom models are, like necros said, split up in different framemodels fore the same monster.
So for the cacodemon and pain I have to relate to the explode scenes like hellspawn.
Fact is that they need some original subroutines what offers a lot of coding, like adding sprites to their acts. And something to make them divide to the costum monsters.
I tried to make a monster explode by tossing its fragments out of eachother, but experienced qmle always errors on not the same vertricecounts, even if they do.
metlslime- I haven't centered the sprite in fimg. In fact it's already a miricle to have a prog that handles these extentions.
A very strange feeling to see that doomguy in Quake.
http://members.home.nl/gimli/trooper.gif