Dummy sprite frames for MODELDEF

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Nash
 
 
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Dummy sprite frames for MODELDEF

Post by Nash »

http://files.drdteam.org/index.php/file ... prites.zip (495 KB)

This TEXTURES definition gives you access to 260000 sprites for use in your MODELDEF animations (which is hopefully more frames than you'll ever need!).

The naming convention is as follows:

Code: Select all

xxxxy0

xxxx is a number from 0000 to 9999

y is a letter from A to Z (26 frames, [ \ ] are ignored)

10000 x 26 = 260000
Just plop the textures_dummysprites.txt file into your project's root directory (same directory where all the other main lumps are) and you're good to go.

It's an 11 MB text file but compresses really well (to about 495 KB).

Thanks to leileilol for generating the numbers, and Gez for the regexp.
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Batandy
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Re: Dummy sprite frames for MODELDEF

Post by Batandy »

This is just what i needed, since i was planning a test mod with full 3d weapons and props, thank you!
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Nash
 
 
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Re: Dummy sprite frames for MODELDEF

Post by Nash »

No problem! Hope the naming convention is easy to understand.
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Enjay
 
 
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Re: Dummy sprite frames for MODELDEF

Post by Enjay »

I wish I'd thought of this when I was putting together the DECORATE definitions for some some of my more complex model-based actors. :? Thanks for making it.
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Re: Dummy sprite frames for MODELDEF

Post by Nash »

Random info:

I actually considered extending the range after 9999... from AAAA to ZZZZ but I couldn't figure out a fast way to generate this (I wanted to put this together really quick... sure I could write a simple program in C++ or QBasic or even ACS to automate things but even that requires too much time I just don't want to spend).

I decided to scrap the idea because I think that idea is just too much. :P Who would need more than 260,000 frames for a single DECORATE actor!? XD
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Re: Dummy sprite frames for MODELDEF

Post by Enjay »

Isn't the maximum number of frames in an MD3 something like 999? [edit- the spec says 1024] I know that there is a maximum and the the models I was trying to export from Jedi Outcast were breaking the spec by a significant margin (the converted models have something like 18,000 frames, weigh in at around 70-80 megabytes and crash a number of model editors).
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Re: Dummy sprite frames for MODELDEF

Post by Nash »

D'oh! How could I have forgotten such an important thing? That makes my all these extra frames I made pretty redundant but at this point I don't really care... these numbers were generated, so no big deal.

If they were typed one by one, by hand... :P
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Re: Dummy sprite frames for MODELDEF

Post by Enjay »

I guess that the absolute maximum needed by a single actor would be 4096 (maximum of 4 models per actor with a maximum of 1024 frames each) so, yes 260,000 is a bit of overkill. ;)
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Re: Dummy sprite frames for MODELDEF

Post by Gez »

But that way you get to have up to 64 different actors that do not share the same frames! :P
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