From 389ed7aecec0fa66a5190b6cac8f02103c437541 Mon Sep 17 00:00:00 2001 From: PlasmaSheep Date: Thu, 15 Jul 2010 18:23:00 +0000 Subject: [PATCH] Better writing, etc. (Commit created by redmine exporter script from page "Framegroups" version 2) --- Framegroups.textile | 80 +++++++++++++++++++++++++++++++-------------- 1 file changed, 56 insertions(+), 24 deletions(-) diff --git a/Framegroups.textile b/Framegroups.textile index bb706d4..0049506 100644 --- a/Framegroups.textile +++ b/Framegroups.textile @@ -1,24 +1,56 @@ -h1. .framegroups - -This file is needed to make md3 or dpm model play some animations in Xonotic - - -you name it .framegroups - -for model dog.dpm you will name it dog.dpm.framegroups - -inside you have definitions of animations -each line is one animation - -syntax: - - -for example -1 100 30 1 -means 100 frame animation that start at frame 1, plays at 30 frames per second and it loops for ever :) - -if you make 1 looping animation and place model on map as misc_gamemodel it will be animated - -for coders: -to play such self playing animation you just use self.frame=1 to play 1st animation, self.frame=2 to play 2nd animation, etc -if its not looping it will just stop at last frame and stay there until you run other animation +h1. .framegroups File + +{{>toc}} + +This file is needed to make md3, dpm, or iqm models play some animations in Xonotic. + +h2. For modelers + +It is named .framegroups. So if you are editing Ignis, it would be called ignis.iqm.framegroups. + +Inside the file the playermodel's animations are defined one per line. + +Syntax: + + // animname + + +Ex. + +1 100 30 0 // dieone + +Defines a 100 frame death animation that start at frame 1, plays at 30 frames per second and does not loop. + +Animations must be in this order: +# dieone +# dietwo +# draw * +# duck +# duckwalk * +# duckjump +# duckidle * +# idle * +# jump +# painone +# paintwo +# shoot * +# taunt * +# run * +# runbackwards * +# strafeleft * +# straferight * +# deadone +# deadtwo +# forwardright * +# forwardleft * +# backright * +# backleft * + +Lines marked with a * need to loop (last number on the line should be 0). + +If you make 1 looping animation and place model on map as misc_gamemodel it will be animated. + +h2. For coders + +To play such a self-playing animation you just use self.frame=1 to play 1st animation, self.frame=2 to play 2nd animation, etc. +If the animation does not loop, it will just stop at the last frame and stay there until you run another animation. -- 2.39.2