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Software Quake MDL Frame Interpolation
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Baker



Joined: 14 Mar 2006
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PostPosted: Sat Jun 26, 2010 3:06 pm    Post subject: Reply with quote

mh wrote:
Does anybody aside from you use these regularly these days? Laughing Laughing Laughing


DOSBox compatibility?

MH wrote:
[ontopic]It's really kinda weird looking at frame interpolation in software Quake, isn't it?[/ontopic]


It is really strange to see. Stranger that I have it in an engine now (download - r_interpolate_animation 1 to enable).

It should be awesome in FlashQuake, but haven't built that version yet. Either way, thanks a ton, MH Wink

(I need to add transform in so badly now, heh. Tomorrow's fun, no doubt.)
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Sat Jun 26, 2010 3:34 pm    Post subject: Reply with quote

leileilol wrote:
mh wrote:
Spike wrote:
[offtopic]And you might as well implement lightstyle smoothing, if disabled, its only one cvar check per frame, just maybe not default it to enabled. Some people prefer it, but yeah, flickering torches. Or if you like hacks, you could interpolate based on difference between the styles, if its too different, no interpolation. The expense is in the lightmaps, not the actual lightstyle values themselves.[/offtopic]

[offtopic]It occurs to me that many of the lightstyles in Quake are not actually meant to be interpolated. Maybe the slow pulses, yes, but flickering torches and strobes? No way.[/offtopic]

[offtopic]Interpolating lightstyles kill 486s and non-Pentiums, so don't do it![/offtopic]


Yeah, let's stop tinkering and improving Quake gameplay because it won't work in your 486. Rolling Eyes
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qbism



Joined: 04 Nov 2004
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PostPosted: Sat Jun 26, 2010 4:07 pm    Post subject: Reply with quote

Quote:
It should be awesome in FlashQuake, but haven't built that version yet. Either way, thanks a ton, MH Wink

(I need to add transform in so badly now, heh. Tomorrow's fun, no doubt.)

Could look at ToChris or Makaqu as a guide for porting to ProQ.
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mh



Joined: 12 Jan 2008
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PostPosted: Sat Jun 26, 2010 4:35 pm    Post subject: Reply with quote

Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake. Wink
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qbism



Joined: 04 Nov 2004
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PostPosted: Sat Jun 26, 2010 6:10 pm    Post subject: Reply with quote

CL_ClearInterpolation looks especially handy!
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Baker



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PostPosted: Fri Jul 02, 2010 1:47 am    Post subject: Reply with quote

mh wrote:
Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake. Wink


Works perfectly. The animations plus the transform are nice as I've ever seen interpolation in a Quake engine.
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mh



Joined: 12 Jan 2008
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PostPosted: Fri Jul 02, 2010 9:06 am    Post subject: Reply with quote

Baker wrote:
mh wrote:
Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake. Wink


Works perfectly. The animations plus the transform are nice as I've ever seen interpolation in a Quake engine.

Very Happy Very Happy Very Happy
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