Quake frame/animation speed
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Quake frame/animation speed
How can we tweak this value? Right now my animations play perfectly in QME, but in game they're too slow.
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Reconfigure QME.
In qME 3.0, go to Options -> Edit in the menu, and then select the Frame Editor tab and set the Target Framerate to 10 fps.
In QME 3.1, go to View -> Preferences in the menu, select the Frame Editor tab, and then set the Target framerate to 10 and the Playback framerate to 10.
In qME 3.0, go to Options -> Edit in the menu, and then select the Frame Editor tab and set the Target Framerate to 10 fps.
In QME 3.1, go to View -> Preferences in the menu, select the Frame Editor tab, and then set the Target framerate to 10 and the Playback framerate to 10.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Addendum to mk: I think qME for some idiotic reason defaults to 20 fps playback. It's stupid because Quake and Quake 2 use 10 fps. So what mk said will "fix" qME to play back at 10 fps, as it would appear in Quake. But it will not affect the exported model. You have to change the QC as jim suggested to speed up playback in game.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I've also made a little function to make it simpler to type all the nextthink stuff.. as I also wanted some randomness to it.
- Code: Select all
// the function:
void(float ft, float rt) A_Frametimer =
{
local float t;
t = ft - random() * rt;
if(t < 0.01)
t = 0.01; // so it's not too fast, zero or negative
self.nextthink = time + t;
};
// example code:
void() spikeclaw_idle_01 = [$spikeclaw_idle_01, spikeclaw_idle_02] { ai_stand(); A_Frametimer(0.1, 0.05); };
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
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