Allow MODELDEFS to parse TEXTURES lump

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Expand view Topic review: Allow MODELDEFS to parse TEXTURES lump

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Fri Nov 24, 2017 1:00 pm

Thanks for adding this Graf!

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Mon Nov 20, 2017 9:15 am

Yup. Works perfectly!

Re: Allow MODELDEFS to parse TEXTURES lump

by _mental_ » Mon Nov 20, 2017 8:27 am

Well, with my change textures are resolved correctly, right? Blending mode being ignored for models is unrelated to the initial request.

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Sun Nov 19, 2017 12:35 pm

Here you go. summon SNLightningBeam in console.

It's a shame blend modes don't work on textures applied to models. :(
Attachments
test.pk3
summon SNLightningBeam
(14.02 KiB) Downloaded 50 times

Re: Allow MODELDEFS to parse TEXTURES lump

by Rachael » Sun Nov 19, 2017 11:43 am

I also put it in the latest QZDoom devbuild.

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Sun Nov 19, 2017 11:16 am

Rachael wrote:(though it is preferable such things are put into a branch that way the HEAD of the branch stays updated)
That's the biggest reason why I suggested it. Otherwise pulling updates from the HEAD can sometimes be a pain in the ass.

Thanks Mental! Will give it a try.

Re: Allow MODELDEFS to parse TEXTURES lump

by Rachael » Sun Nov 19, 2017 10:53 am

_mental_ wrote:By the way you can pull from arbitrary Git remote.
@ Cooke: Not sure how to do it in SourceTree but it's easy to do from the command-line.

Code: Select all

git pull https://github.com/alexey-lysiuk/gzdoom 55a9f19
(though it is preferable such things are put into a branch that way the HEAD of the branch stays updated)

Re: Allow MODELDEFS to parse TEXTURES lump

by _mental_ » Sun Nov 19, 2017 10:05 am

It's here. Probably it's even faster to copy/paste the change into existing checkout. By the way you can pull from arbitrary Git remote.

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Sun Nov 19, 2017 8:53 am

Can this be pushed to a test branch on GZDoom itself for testing please?

Re: Allow MODELDEFS to parse TEXTURES lump

by _mental_ » Sun Nov 19, 2017 3:15 am

OK, updated the sample with texture definition. With changes from the mentioned branch both actors are working fine.

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Sat Nov 18, 2017 2:31 pm

If it can read from the TEXTURES lump, that's all I would like. Because right now it can't do that.

For example, make a quick TEXTURES entry on the graphic.

Code: Select all

Graphic "NJLamp2", 128, 128 // or whatever size it is
{
	Patch "NJLamp", 0, 0 {}
}
It won't work. Not even giving the full directory works at the moment.

Re: Allow MODELDEFS to parse TEXTURES lump

by _mental_ » Sat Nov 18, 2017 10:31 am

Do you want something like this? If so, it's fairly easy to implement.

Although I would like to have more comprehensive testing material for this feature.
It works with quickly hacked sample using a lamp model by Enjay. But it's better to check with something real.

Re: Allow MODELDEFS to parse TEXTURES lump

by StrikerMan780 » Fri Nov 17, 2017 3:39 pm

Agreed with this one. This would allow me to cut quite a few MB off of SMMP's size.

Re: Allow MODELDEFS to parse TEXTURES lump

by Major Cooke » Mon Nov 13, 2017 8:38 pm

Indeed. This is not only a headache to maintain, it's also a massive waste of space when it comes to having a ton of varieties. Those are literally just different colors and/or offsets (think Photoshop's Filter -> Other -> Offset effect, or TEXTURE's ability to define the offset of each specific graphic inside the box).

Re: Allow MODELDEFS to parse TEXTURES lump

by ZippeyKeys12 » Mon Nov 13, 2017 2:10 pm

I'm 100% for this, this would be a godsend.

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