[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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