Particular model rendering

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Apeirogon
Posts: 1605
Joined: Mon Jun 12, 2017 12:57 am

Particular model rendering

Post by Apeirogon »

This means "render only next model surface", or "dont render next model surface",depend of how look on it.
Its look like gzdoom can read surface/mesh name in md3 format, so...

Like, model have mask and helmet on head, plus bare head, sword and mace in hand, plus bare hand, and backpack with shiled at back, plus bare back.
Total variant amount of this model 3^3=27. So it need import 27 slightly different model to achive each variant of one model.
But it can be reduced to one, if in model definitions was possible write something like

Code: Select all

model one
{
RenderSurface "base_warior_model"
RenderSurface "warior_sword"
RenderSurface "warior_backpack"//achive warior with sword and backpack, with bare head
}

model two
{
RenderSurface "base_warior_model"
RenderSurface "warior_helmet"
RenderSurface "warior_mace"
RenderSurface "warior_shield"//achive warior with helmet, mace and shield at back
}
...
or, from opposite side

Code: Select all

model one
{
IgnoreRender "warior_sword"
IgnoreRender "warior_backpack"
IgnoreRender "warior_mask"//achive model with mask, mace and shield
}

model two
{
IgnoreRender "warior_sword"
IgnoreRender "warior_mace"
IgnoreRender "warior_backpack"
IgnoreRender "warior_shield"
IgnoreRender "warior_helmet"
IgnoreRender "warior_mask"//achive "naked" model without anything on head in hand and on back
}
...

That the main thought that I suggest.

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