I WANT 3D WEAPONS IN MY PROJECT!!!
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
![Image](https://i.imgur.com/uTDW35M.png)
It's been several months since I did relatively successful tests with my version of the RM-277 rifle
and with my Lohengramm pistol with interchangeable twin barrels.
I'm currently rebooting the project towards generation 5.
so I first organized a lot of the sprites
and effect animations and then put them
in folders instead of putting them inside a ".wad".
The purpose of this Build change
is to reuse a large part of those same sprites in
the Muzzleflash of the 3D firearms and
give holographic parts to the futuristic energy Weapons.
MODELDEF was able to recognize the "Sprites" folder but...
unfortunately in Zandronum it is not possible to render textures or rather,
pixels with less than 128 of 256% alpha.
in GZDoom it works better but that made me discover another problem...
this transparency "overlays" the rest of the 3D weapon and makes it partially transparent
despite the fact that there are other pieces behind this transparent layer.
![Image](https://i.imgur.com/rloOdTn.png)
Originally my 3D weapons were going to float on the screen with no hands or arms to hold or grab them.
This was going to be so to be able to use 3D models with great detail that were going to be animated
with MODELDEF "Offset" property instead of "Frame Index" property.
A_GunFlash allowed a completely independently second model.
With that everything was going well,
but I plan to use a lot of transparency in the weapons and with this transparency problem
many of my design plans stopped completely.
![Mad :x](./images/smilies/icon_mad.gif)
I know that GZDoom has A_ChangeModel and A_Overlay+++
but such functions don't exist in Zandronum.
I already have an escape plan for this situation
and if it can work again like in my Flight Simulator,
it would be the most exciting thing I've created.
I hope to be able to show something of that in this next month.
(The second part of my boring ammo report had better wait a bit)