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192 lines
9.5 KiB
HTML
192 lines
9.5 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0041)https://www.iddevnet.com/doom3/models.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [Models]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Models</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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<b>A model decl defines an animated model</b> in the game. <b>Static models don't need decls</b>,
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they can be specified by the actual file name. Anything that animates does need a decl.
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</p><p>
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All a model decl does is tie a mesh to an set of animations. Therefore if a model doesn't have
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animations, it doesn't need a model decl.
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</p><p>
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The number of commands that can be in a model definition is quite small, here's a full list:
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</p><table class="datatable">
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<tbody><tr><th>Command</th><th>Description</th>
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</tr><tr><td class="nobr">inherit <model></td><td>Copies everything from another model definition</td>
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</tr><tr><td class="nobr">skin <skin></td><td>Specify the <a href="skins.html">skin</a> to use</td>
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</tr><tr><td class="nobr">mesh <file></td><td>Specify the mesh file to use (.md5mesh)</td>
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</tr><tr><td class="nobr">remove <anim></td><td>Remove an animation from the definition. Used to get rid of unwanted animations that were inherited with the 'inherit' command.</td>
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</tr><tr><td class="nobr">anim <name> <file> [ { ... } ]</td><td>An animation definiton (described below)</td>
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</tr><tr><td class="nobr">offset <x, y, z></td><td>Offset the model from the origin</td>
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</tr><tr><td class="nobr">channel <name> ( <joints> )</td><td>Set up an animation channel.</td>
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</tr></tbody></table>
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<p>
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The channel command allows animations to play only on certain joints. For example, you can have a walking
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animation playing on the legs, a yo-yo animation playing on the torso, and a chewing bubble gum animation
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playing on the head.
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</p><p>
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Let's take a look at a shortened version of our good friend, the cyberdemon:
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</p><pre class="code">model monster_boss_cyberdemon
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{
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mesh models/md5/monsters/cyberdemon/cyberdemon.md5mesh
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channel torso ( *Waist )
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channel legs ( *Hips Body origin ROT -*Waist)
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anim af_pose models/md5/monsters/cyberdemon/af_pose.md5anim
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anim ik_pose models/md5/monsters/cyberdemon/ik_pose.md5anim
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anim stand models/md5/monsters/cyberdemon/idle.md5anim
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anim idle models/md5/monsters/cyberdemon/idle.md5anim
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anim sight1 models/md5/monsters/cyberdemon/sight.md5anim {
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frame 16.5 sound_voice snd_sight1
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}
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anim walk models/md5/monsters/cyberdemon/walk3.md5anim {
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frame 17 sound_body snd_footstep
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frame 17 triggerSmokeParticle cyber_rfoot_dust
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frame 37 sound_body snd_footstep
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frame 37 triggerSmokeParticle cyber_lfoot_dust
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}
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anim pain models/md5/monsters/cyberdemon/pain_big1.md5anim {
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frame 1 call overrideLegs
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frame 1 sound_voice snd_pain
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frame 16 sound_body snd_footstep
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frame 49 sound_body snd_footstep
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}
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}
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</pre>
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<p>
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You'll notice the mesh and the animations are defined in seperate files and
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glued together with this decl. That means you can use the same animation file
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with multiple meshes (really handy). You can also reference the same animation
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file multiple times in the same model (for example, notice the 'idle' animation
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and the 'stand' animation both use 'cyberdemon/idle.md5anim').
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</p><p>
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Apart from tying animations to meshes, this decl type allows us to specify events that
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happen on certain frames. This makes it trivial to sync sounds and special effects
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to things like footsteps, weapons fire, etc.
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</p><p>
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In this example, the 'snd_sight1' sound is played on the voice channel at frame 16.5
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of the 'sight1' animation. snd_footstep is played on the body channel at frames 16 and
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49 of the 'pain' animation.
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</p><p>
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Here's a chart that lists all the available frame commands:<br>
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</p><table class="datatable">
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<tbody><tr><th>Command</th><th>Description</th>
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</tr><tr><td class="nobr">call <function></td><td>Calls the specified script function</td>
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</tr><tr><td class="nobr">object_call <function></td><td>Calls the specified script function on the entity</td>
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</tr><tr><td class="nobr">event <event> [args...]</td><td>Sends the specified event to the entity</td>
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</tr><tr><td class="nobr">sound <snd></td><td>Plays the specified sound on any available channel</td>
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</tr><tr><td class="nobr">sound_voice <snd></td>
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<td rowspan="9">
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Plays the specified sound on the specified channel. If a sound is being played
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on the body channel, and another sound is requested to play, then the first
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sound is halted. Since the footstep sounds are all defined to be on the body
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channel, there will never be 2 footstop sounds played twice on the same entity
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at the same time.
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</td>
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</tr><tr><td class="nobr">sound_voice2 <snd></td>
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</tr><tr><td class="nobr">sound_body <snd></td>
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</tr><tr><td class="nobr">sound_body2 <snd></td>
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</tr><tr><td class="nobr">sound_body3 <snd></td>
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</tr><tr><td class="nobr">sound_weapon <snd></td>
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</tr><tr><td class="nobr">sound_global <snd></td>
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</tr><tr><td class="nobr">sound_item <snd></td>
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</tr><tr><td class="nobr">sound_chatter <snd></td>
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</tr><tr><td class="nobr">skin <skin></td><td>Changes the model's skin to <skin></td>
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</tr><tr><td class="nobr">fx <fx></td><td>Triggers an effect defined by the decl <fx></td>
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</tr><tr><td class="nobr">trigger <name></td><td>Triggers the level trigger named <name></td>
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</tr><tr><td class="nobr">recordDemo <name></td><td>Starts recording a demo named <name> or stops recording if blank</td>
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</tr><tr><td class="nobr">aviGame <name></td><td>Starts an aviGame named <name> Useful for making animations to be used on video screens (such as all the talking head videos in Doom 3)</td>
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</tr></tbody></table>
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<p>
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There are some frame commands that are just shortcuts to various built in events:<br>
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</p><table class="datatable" style="float: left">
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<tbody><tr><th>Command</th><th>Shortcut for</th>
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</tr><tr><td class="nobr">triggerSmokeParticle ...</td><td>event triggerParticles ...</td>
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</tr><tr><td class="nobr">melee ...</td><td>event attackMelee ...</td>
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</tr><tr><td class="nobr">direct_damage ...</td><td>event directDamage ...</td>
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</tr><tr><td class="nobr">attack_begin ...</td><td>event attackBegin ...</td>
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</tr><tr><td class="nobr">attack_end</td><td>event attackEnd</td>
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</tr><tr><td class="nobr">muzzle_flash ...</td><td>event muzzleFlash ...</td>
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</tr><tr><td class="nobr">create_missile ...</td><td>event createMissile ...</td>
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</tr><tr><td class="nobr">launch_missile ...</td><td>event launchMissile ...</td>
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</tr><tr><td class="nobr">fire_missile_at_target ...</td><td>event fireMissileAtTarget ...</td>
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</tr><tr><td class="nobr">footstep</td><td>event footstep</td>
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</tr><tr><td class="nobr">leftfoot</td><td>event leftfoot</td>
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</tr><tr><td class="nobr">rightfoot</td><td>event rightfoot</td>
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</tr></tbody></table>
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<table class="datatable">
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<tbody><tr><th>Command</th><th>Shortcut for</th>
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</tr><tr><td>jump</td><td>event jump</td>
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</tr><tr><td>enableEyeFocus</td><td>event enableEyeFocus</td>
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</tr><tr><td>disableEyeFocus</td><td>event disableEyeFocus</td>
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</tr><tr><td>disableGravity</td><td>event disableGravity</td>
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</tr><tr><td>enableGravity</td><td>event enableGravity</td>
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</tr><tr><td>enableClip</td><td>event enableClip</td>
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</tr><tr><td>disableClip</td><td>event disableClip</td>
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</tr><tr><td>enableWalkIK</td><td>event enableWalkIK</td>
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</tr><tr><td>disableWalkIK</td><td>event disableWalkIK</td>
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</tr><tr><td>enableLegIK</td><td>event enableLegIK</td>
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</tr><tr><td>disableLegIK</td><td>event disableLegIK</td>
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</tr></tbody></table>
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<br>
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</td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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