Page 1 of 1
DPMODEL Program
Posted: Thu Aug 20, 2009 7:03 pm
by marcelatlaskalova
hello everybody.i am 19 years old girl and i´m interesting on quake1 moding.I try to convert one custom player model from ut2004(liandri trooper)and i am using dpmodel.When i compile it the program create dpm,md3 and qc files.In qc file are these lines:
/*
Generated header file for doom
This file contains animation definitions for use in code referencing the model, simply add this file to your progs.src before use.
*/
vector anim_doom_doom = '0 1 10';
vector anim_doom_death1 = '1 20 10';
vector anim_doom_death2 = '21 23 10';
vector anim_doom_death3 = '44 28 10';
vector anim_doom_death4 = '72 19 10';
vector anim_doom_highfire = '91 11 10';
vector anim_doom_highmachinegunfire = '102 3 10';
I think that the firsr is start frame of current animation and the second is end frame.The third is animation speed but when I changed it to 20 the animation is same just like in 10.Can somobody tell me how can i speed the frames?
Posted: Thu Aug 20, 2009 7:43 pm
by GiffE
I'm a bit confused, did you make changes to the progs source and compile?
Or did you just compile the model and drop the qc file and the dpm in the folder?
I believe your assumption of what each of those values is correct but more changes may be nessessary.
Posted: Fri Aug 21, 2009 12:13 am
by Dr. Shadowborg
Aaah, fresh victims for the evergrowing army of the quakec!
Hmm, if I read that right this file is sorta meant for use with doom. (This is of course rather interesting, but I digress)
However, the last variable appears to be designed with something that properly scales the framerate in mind. i.e. 10 = 10 fps.
You'll need to do something that converts that number into something that goes along these lines:
Code: Select all
self.nextthink = time + 0.1; // 10 fps
To make the above go faster you would do something like this:
Code: Select all
self.nextthink = time + 0.05; // 20 fps
Or something like that.
Hope that helps!

Posted: Fri Aug 21, 2009 4:57 am
by marcelatlaskalova
Yes i have compile it with the animation qh file.
The doom name is not real.Real name is liandritrooper.It custom model(doom style) for ut2k4.
Posted: Fri Aug 21, 2009 11:35 am
by lukas2288
marcelatlaskalova wrote:Yes i have compile it with the animation qh file.
The doom name is not real.Real name is liandritrooper.It custom model(doom style) for ut2k4.
Hi Marcel
i have try this to but the animation speed does not work for me.I have made this by writing this code:
void() hknight_stand1 =[ $stand_2, hknight_stand2 ] {ai_stand();};
void() hknight_stand2 =[ $stand_4, hknight_stand3 ] {ai_stand();};
void() hknight_stand3 =[ $stand_6, hknight_stand4 ] {ai_stand();};
void() hknight_stand4 =[ $stand_8, hknight_stand5 ] {ai_stand();};
void() hknight_stand5 =[ $stand_10, hknight_stand6 ] {ai_stand();};
void() hknight_stand6 =[ $stand_12, hknight_stand7 ] {ai_stand();};
You must code eachj 3rd freame
________
Yamaha it250h history
Posted: Sat Aug 22, 2009 8:53 pm
by Dr. Shadowborg
Oooh, I see now.
That said, unless you've set up some custom animation code you'll have to do it like lukas2288 posted. You can make it go faster if you do it like this:
Code: Select all
void() hknight_stand1 =[ $stand_2, hknight_stand2 ] {ai_stand();self.nextthink = time + 0.05;};
Hopefully that will help you.
Posted: Sun Aug 23, 2009 9:56 am
by marcelatlaskalova
Dr. Shadowborg wrote:Oooh, I see now.
That said, unless you've set up some custom animation code you'll have to do it like lukas2288 posted. You can make it go faster if you do it like this:
Code: Select all
void() hknight_stand1 =[ $stand_2, hknight_stand2 ] {ai_stand();self.nextthink = time + 0.05;};
Hopefully that will help you.
OH thank you dr.shadowborg.
It works fine now.I try lukas2288 knight models with it.