[Gtkradiant] [Bug 574] Add spritemodel support to all games, not just Halflife
gtkradiant@zerowing.idsoftware.com
gtkradiant@zerowing.idsoftware.com
Tue, 18 Jun 2002 05:32:53 -0500
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=574
------- Additional Comments From hydra@hydras-world.com 2002-06-18 05:32 -------
> Sprites for lights/path corners/etc would be very useful. They would
> go a long way to making a complex map much easier to 'read' in Radiant
yup, that's the idea.
Yes, we can use a different key in the entity description file at entity load
time, but we still need to store the relative-path-to-sprite filename in the
eclass_t's "modelname" member. This would override what is already there, so
you would not be able to specify a "model" image as well.
The spritemodel is basically another model plugin (and works the same way that
the md3 plugin does). It is tied to using the eclass_t->modelpath only
because entitymodel's are handled that way. That is not something that would
be a good idea to change right now. So for now, I could make a patch to
the .def file reader (eclass_def.cpp) that stores "_sprite" key names in the
eclass_t's modelname member, then at a later date we could change the core to
allow switing between model plugins (or not).
After that it would be just a matter of creating some images, changing the
synapse configs and updating the .def files.
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