For the game's Aesthetic™ (namely a pastiche of 2000s handheld FPSes), I want to use extremely crunchy 3D models for environmental details, and maybe also enemies/NPCs and certain pickups. I've managed to get a static model in, and it works fine, but now I'm trying to get an animated model working, and I'm having. Issues. Namely two:
- Placing the object in the editor makes it use the sprite I assigned to it (which is repurposed from a placeholder sprite used elsewhere in the mod) rather than the model, and when I test it in-game, the model doesn't render and the collision doesn't work.
- Trying to assign animations to sprite-frames like the ZDoom wiki describes returns an error about .iqm models not having frame names.
Code: Select all
Model Coral{
Path "models/coral"
Model 0 "coraltest.iqm"
Skin 0 "textures/models/CORAL.png"
Scale 20 20 20
FrameIndex BROC A 0 0
}
Model Testegg{
Path "models/egg"
Model 0 "eggtest.iqm"
Skin 0 "textures/models/egg.png"
scale 20 20 20
Frame MARM A 0 "idle:0"
Frame VEGE A 0 "pain:0"
}And the Zscript definition for the "testegg" object, in case that's relevant:
Code: Select all
class testegg : Actor
{
Default
{
Radius 24;
Height 48;
+SOLID
+SHOOTABLE
}
States
{
Spawn:
MARM A 1;
Stop;
Pain:
VEGE A 1;
Goto Spawn;
}
}Edit: trying again in a different file, and for some reason trying to import a .iqm with multiple animations comes back with an "Unable to read beyond the end of the stream" error, but looking this up comes up with stuff about unrelated programming languages, even if I specify ZDoom. This is really annoying since I really want to get around to actually making my game, but I can't if the models I make for it just flat-out don't work.