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Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Fri Jun 15, 2012 8:51 pm
by motorsep
May I have a mod with that IQM model so I can see it for myself and test it?

Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Fri Jun 15, 2012 9:22 pm
by goldenboy
svn co svn://svn.icculus.org/remakequake

Engine is in engine/Experimental/Quake

The model is in npcwalk.map.

Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Fri Jun 15, 2012 11:46 pm
by motorsep
There is no such map on svn.

There are 2 models for insane, IQM and MDL. I see how you use it in the code, but I can't test it as there is no .map nor .bsp with that model.

May I ask how was that IQM created?

Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Sat Jun 16, 2012 12:24 am
by goldenboy
maps/npcwalk.bsp

http://svn.icculus.org/remakequake/maps/

It is there. The iqm was created with the Blender exporter after rigging the model and doing animations.

Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Sat Jun 16, 2012 12:33 am
by motorsep
Aye, but I would like to know the details. You see, if you animate you model and export it, you get framegroups. To get IQM acting like MDL, you need to export every single frame into a separate framegroup. There is no way to make it with official IQM exporter.

Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Sat Jun 16, 2012 3:08 pm
by goldenboy
The model includes several animations.

Upon exporting, I simply listed these animations in the corresponding field of the exporter, in the usual comma separated list. The model was exported straight to IQM.

You can check it in Noesis' data viewer. That will show you everything there is in the IQM.

Likely the engine (RMQE, FTEQW) just exposes the IQM's individual frames to the QC. Maybe DP does not?

Re: Animation driven AI (QuakeC) with IQM - how?

Posted: Sat Jun 16, 2012 3:28 pm
by motorsep
Perhaps DP doesn't support that.