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Ghost_Fang
Joined: 12 Nov 2009 Posts: 162
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Posted: Tue Jan 12, 2010 8:06 am Post subject: Model glitch? |
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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
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Posted: Tue Jan 12, 2010 10:16 am Post subject: Re: Model glitch? |
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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
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Posted: Wed Jan 13, 2010 3:49 am Post subject: |
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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
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Posted: Wed Jan 13, 2010 3:55 am Post subject: |
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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. _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki |
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Wed Jan 13, 2010 4:11 am Post subject: |
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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...  _________________ <ekiM> Son, you're writing data structures your CPU can't cache. |
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Ghost_Fang
Joined: 12 Nov 2009 Posts: 162
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Posted: Wed Jan 13, 2010 5:38 am Post subject: |
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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
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Posted: Wed Jan 13, 2010 5:59 am Post subject: |
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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... _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Ghost_Fang
Joined: 12 Nov 2009 Posts: 162
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Posted: Wed Jan 13, 2010 6:21 am Post subject: |
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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
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Posted: Thu Jan 14, 2010 6:34 am Post subject: |
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i used the latest qme full. i noticed the frame was ending on deathb2 _________________ QuakeDB - Quake ModDB Group |
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