[quake3] MP3 decoder and a few bugs fixed

Tim Stowell stowellt at gmail.com
Tue Feb 28 11:04:11 EST 2006


I may have used the wrong term, but I was thinking of the ability to blend
one animation into another, i.e. blend from running animation to jumping in
a smooth transition dynmaically as a lot of games can do. Maybe this is
already handled in the engine, but I would appreciate any input.

On 2/28/06, Thilo Schulz <arny at ats.s.bawue.de> wrote:
>
> On Tuesday 28 February 2006 16:43, Tim Stowell wrote:
> > Great, nice to have the md4 info up. One quick question, does cgame as
> it
> > currently stands in the Icculus code have support for morphstates for
> the
> > skeletons, or would I need to copy that from the elite forces code? I'm
> > just wondering if cgame as it currently stands is ready enough where I
> > could just throw in the mdr and have full animation control without
> needing
> > to dissect the elite sources code to make things functional, thanks.
>
> Umm, I'm pretty sure that the morph states (I guess you mean the current
> animation frame being displayed) are handled exactly the same way they're
> being handled in MD3s.
>
> The info which frame is displayed is stored in the "frame" variable of the
> respective entity.
>
> The renderer then uses this: backEnd.currentEntity->e.frame to get the
> frame
> number it must display.
>
> --
> Thilo Schulz
>
>
>
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