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Model glitch?

 
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Tue Jan 12, 2010 8:06 am    Post subject: Model glitch? Reply with quote

I was told to go here by Ceriux, cause he found nothing wrong with my model at all.
Ok, so i got this character model, and to test it out i made the frames match all the knights frames (perfectly) and when i kill it, it does the dying sequence perfectly, but as soon as thats done, he pops right back up and is frozen in the first frame of the death animation (but the entity is still dead) just the model does that. Whats the deal? and how do i fix it?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Jan 12, 2010 10:16 am    Post subject: Re: Model glitch? Reply with quote

Ghost_Fang wrote:
I was told to go here by Ceriux, cause he found nothing wrong with my model at all.
Ok, so i got this character model, and to test it out i made the frames match all the knights frames (perfectly) and when i kill it, it does the dying sequence perfectly, but as soon as thats done, he pops right back up and is frozen in the first frame of the death animation (but the entity is still dead) just the model does that. Whats the deal? and how do i fix it?


Post teh qc. Obviously something is telling it the wrong frame.

One way to self debug would be to have a bprint or sprint the frame number in the code.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jan 13, 2010 3:49 am    Post subject: Reply with quote

All i did was make all the model frames equal to the knight and replaced the quake knight model with my model, nothing has been modified in the qc
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Wed Jan 13, 2010 3:55 am    Post subject: Reply with quote

sounds like it's off a frame. do you have a "base frame"? like for skin mapping or whatever the damn high-end modelers refer to it as nowadays? that single frame will throw it off. the naming isn't what's important. it's the frame order. quake uses numbers starting at 0 to figure what frame a model is on.
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Wed Jan 13, 2010 4:11 am    Post subject: Reply with quote

Error wrote:
the naming isn't what's important. it's the frame order.

This seems to confuse many people. As I explained to someone else, the frame names in the model were generated by a program that read the QuakeC and output the model file. You can use whichever names you like in both places (and even have different names), as long as the order is correct. Most of the time, using the same names helps to keep things in the correct order, though... Smile
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jan 13, 2010 5:38 am    Post subject: Reply with quote

well Ceriux looked at my model and said everything matched up perfect, im gona double check the number of frames though. What if they match perfectly? Then wat could possibly be wrong?
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Wed Jan 13, 2010 5:59 am    Post subject: Reply with quote

Ghost_Fang wrote:
well Ceriux looked at my model and said everything matched up perfect, im gona double check the number of frames though. What if they match perfectly? Then wat could possibly be wrong?


Question: What model program are you viewing this file in? It could be hiding a frame...
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Wed Jan 13, 2010 6:21 am    Post subject: Reply with quote

to view the model, im using qme 3 full retail.
engine im playing in/trying it in joequake and darkplaces
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Jan 14, 2010 6:34 am    Post subject: Reply with quote

i used the latest qme full. i noticed the frame was ending on deathb2
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