This is a beta release of this, I need a little feedback. So, comments are welcome.
What this is...
This is a qc modification that makes the Quake monsters use .framegroups files in Darkplaces. A .framegroups file is a simple text file that defines a sequence (or group) of frames. The name of the .framegroups is somemodel.mdl.framegroups for example. The .framegroups file is in this format...
0 15 10 0
39 3 5 1
The first number represents the start frame of the animation (.framegroups files always start at frame 0, some modeling software starts at 1, so you might have to subtract 1 for the start frame).
The second number represents how many frames is in that specific frame group.
The third number is the frame rate at which the sequence plays. This is independent from what the monsters "think" rate is, which I have set at 10 frames-per-second.
The fourth number is whether the frame sequence loops. 1 for true, 0 for false. The only frame groups that should loop are the standing, walking and running animations.
These groups are called inside of qc by "self.frame = ", with 0 being the first in the file. All attacks are timed off of the frame group. For example, the soldier fires the shotgun halfway through the attack animation. It doesn't matter how long it is.
I tried to keep all of the monsters as original as possible. There are some things that have changed. For now, all run/walk animations are at a constant speed(movetogoal()). This leads to some gliding mainly while walking. All attacks should be about the same. The Enforcer now only shoots 1 laser instead of 2. I doubled the laser speed to compensate. The only one I didn't do was Shub. I haven't figured out how to do the lightstyle changes yet.
The purpose of this isn't really for the original game, but for added content. This will make it easier to swap in model replacements. I know there is a dog replacement out there, but the animations aren't smooth. Using this as a base, the animations can be.
Additions:
v0.5
-Added all Hell Knight attacks
-Fixed the Ogre grenade attack(aims up and down)
-Fixed the Zombie attack(aims up and down)
-Updated the crusified zombie, were all playing at the same time, now varies
-Added SPAWN_SENTRY ( spawnflag 8 ) - monster only stands and shoots the ranged attack, doesn't run after player. Works on soldier, enforcer, ogre, hell knight, shalrath, shambler and zombie.
Old
-Added SPAWN_ONGROUND (spawnflag 4) - For Zombies, start from the laying down position. Good for laying in graves or whatnot.
Use:
Extract into the mod folder of your choice. It doesn't seem to work inside of a pak file. There's no source with this first release. I want to clean it up and get some feedback first.
File:
Updated v0.5:
https://sites.google.com/site/quakeu...edirects=0&d=1
What this is...
This is a qc modification that makes the Quake monsters use .framegroups files in Darkplaces. A .framegroups file is a simple text file that defines a sequence (or group) of frames. The name of the .framegroups is somemodel.mdl.framegroups for example. The .framegroups file is in this format...
0 15 10 0
39 3 5 1
The first number represents the start frame of the animation (.framegroups files always start at frame 0, some modeling software starts at 1, so you might have to subtract 1 for the start frame).
The second number represents how many frames is in that specific frame group.
The third number is the frame rate at which the sequence plays. This is independent from what the monsters "think" rate is, which I have set at 10 frames-per-second.
The fourth number is whether the frame sequence loops. 1 for true, 0 for false. The only frame groups that should loop are the standing, walking and running animations.
These groups are called inside of qc by "self.frame = ", with 0 being the first in the file. All attacks are timed off of the frame group. For example, the soldier fires the shotgun halfway through the attack animation. It doesn't matter how long it is.
I tried to keep all of the monsters as original as possible. There are some things that have changed. For now, all run/walk animations are at a constant speed(movetogoal()). This leads to some gliding mainly while walking. All attacks should be about the same. The Enforcer now only shoots 1 laser instead of 2. I doubled the laser speed to compensate. The only one I didn't do was Shub. I haven't figured out how to do the lightstyle changes yet.
The purpose of this isn't really for the original game, but for added content. This will make it easier to swap in model replacements. I know there is a dog replacement out there, but the animations aren't smooth. Using this as a base, the animations can be.
Additions:
v0.5
-Added all Hell Knight attacks
-Fixed the Ogre grenade attack(aims up and down)
-Fixed the Zombie attack(aims up and down)
-Updated the crusified zombie, were all playing at the same time, now varies
-Added SPAWN_SENTRY ( spawnflag 8 ) - monster only stands and shoots the ranged attack, doesn't run after player. Works on soldier, enforcer, ogre, hell knight, shalrath, shambler and zombie.
Old
-Added SPAWN_ONGROUND (spawnflag 4) - For Zombies, start from the laying down position. Good for laying in graves or whatnot.
Use:
Extract into the mod folder of your choice. It doesn't seem to work inside of a pak file. There's no source with this first release. I want to clean it up and get some feedback first.
File:
Updated v0.5:
https://sites.google.com/site/quakeu...edirects=0&d=1
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