Module dpmod: Change committed

havoc at icculus.org havoc at icculus.org
Fri Jul 25 05:19:41 EDT 2003


Commiter   : havoc
CVSROOT    : /cvs/cvsroot/twilight
Module     : dpmod
Commit time: 2003-07-25 09:19:41 UTC

Log message:

added DP_GFX_SKINFILES and DP_GFX_QUAKE3MODELTAGS extensions

Modified files:
     pr_cmds.c qc/dpextensions.qc

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Index: dpmod/qc/dpextensions.qc
diff -u dpmod/qc/dpextensions.qc:1.8 dpmod/qc/dpextensions.qc:1.9
--- dpmod/qc/dpextensions.qc:1.8	Tue Jul 22 15:21:20 2003
+++ dpmod/qc/dpextensions.qc	Fri Jul 25 05:19:31 2003
@@ -1,5 +1,34 @@
 
-//DarkPlaces supported extension list, draft version 1.03
+//DarkPlaces supported extension list, draft version 1.04
+
+//DP_GFX_SKINFILES
+//idea: LordHavoc
+//darkplaces implementation: LordHavoc
+//description:
+//alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
+//progs/test.mdl_0.skin
+//progs/test.mdl_1.skin
+//...
+//these files contain replace commands (replace name newname), example:
+//replace "helmet" "progs/test/helmet1.tga"
+//replace "teamstripes" "progs/test/redstripes.tga"
+//any names that are not replaced are automatically set to nodraw (invisible).
+//this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
+//other commands might be added someday but it is not expected.
+
+//DP_GFX_QUAKE3MODELTAGS
+//idea: id Software
+//darkplaces implementation: LordHavoc
+//field definitions:
+.entity tag_entity; // entity this is attached to (call setattachment to set this)
+.float tag_index; // which tag on that entity (0 is relative to the entity, > 0 is an index into the tags on the model if it has any) (call setattachment to set this)
+//builtin definitions:
+void(entity e, entity tagentity, string tagname) setattachment = #443; // attachs e to a tag on tagentity (note: use "" to attach to entity origin/angles instead of a tag)
+//description:
+//allows entities to be visually attached to model tags (which follow animations perfectly) on other entities, for example attaching a weapon to a player's hand, or upper body attached to lower body, allowing it to change angles and frame separately (note: origin and angles are relative to the tag, use '0 0 0' for both if you want it to follow exactly, this is similar to viewmodelforclient's behavior).
+//note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
+//note 3: attaching to world turns off attachment
+//note 4: the entity that this is attached to must be visible for this to work
 
 //DP_QC_BOTCLIENT
 //idea: LordHavoc


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