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Posted

Since doors are going to be models in TDM, we need a couple door models. :)

 

They should be pretty basic. One rectangular one, and a few variations of arched/rounded tops. The only tricky part is that the door will require an attachment bone(s) for us to apply the handles to it.

 

Anyone want to volunteer for this? We have many textures waiting to go, just need the models to put them on.

 

(apparently there are some door models in Odd's files, but I don't know if they're set up to have handles attached).

Posted

There is already one door model on CVS, it's a door from BT's mansion....although it needs to be reduced to a basic rectangle, as it has details on it that will muck up other doors. I've made a basic version from it and will upload it to CVS.

 

It's listed under, darkmod\models\darkmod\door_related

 

I've tried a few different textures on it, they all work great.

Posted

Does it already have a bone to attach handles to? That's the important part.

 

Also, do modelers have to do anything particular to make sure the door rotates from the edge and not the middle?

Posted
Does it already have a bone to attach handles to? That's the important part.

 

Also, do modelers have to do anything particular to make sure the door rotates from the edge and not the middle?

 

It will still need the bone attached for the handles, that I don't know how to do but for the rotation..the origin is already properly set.

Posted

Hmm, I was looking thru the code to see where to put AF attachments in the def file, and it seems like you can only use that particular method of attaching things for actors. I guess that makes sense, since it's called AF attachments so you must attach things to an AF, which a door is not. :)

 

For doors, it looks like we'll have to use Bind to stick on the handle.

 

Here is what it says for the scriptfunction bindToJoint:

================
idEntity::BindToJoint

 bind relative to a joint of the md5 model used by the master
================

// But looking further down...

masterAnimator = master->GetAnimator();
if ( !masterAnimator ) {
gameLocal.Warning( "idEntity::BindToJoint: entity '%s' cannot support skeletal models.", master->GetName() );
return;
}

// ...

/*
================
idEntity::GetAnimator

Subclasses will be responsible for allocating animator.
================
*/
idAnimator *idEntity::GetAnimator( void ) {
return NULL;
}

 

Now, a FrobDoor is derived from a Mover which is derived from idEntity, NOT idAnimatedEntity,so a mover does not have GetAnimator overloaded on it. That means it will return NULL and BindToJoint will exit without doing anything.

 

Conclusion: I don't think BindToJoint will work on a door, so there's no sense defining a skeletal structure for a door model and creating a joint for the handle.

 

We'll probably have to make a prefab with a door and a handle and a script to bind the handle on. Or, we could change the SDK code so that doors spawn and bind their own handle from a handle model defined in their spawnargs. Which sounds better? The door/lockpick code might eventually need to know about the handle so it can turn during lockpicking anyway.

 

How do mappers usually bind things to movers? Maybe we should ask the Beta mappers?

Posted
Hmm, I was looking thru the code to see where to put AF attachments in the def file, and it seems like you can only use that particular method of attaching things for actors. I guess that makes sense, since it's called AF attachments so you must attach things to an AF, which a door is not. :)

 

For doors, it looks like we'll have to use Bind to stick on the handle.

 

Here is what it says for the scriptfunction bindToJoint:

================

idEntity::BindToJoint

 

bind relative to a joint of the md5 model used by the master

================

 

I notice that this code mentions md5 files, but our door models are .lwo files...does this make a difference? I just uploaded the simplified door model to CVS. We can assign multiple skins to it now.

Posted
I notice that this code mentions md5 files, but our door models are .lwo files...does this make a difference? I just uploaded the simplified door model to CVS. We can assign multiple skins to it now.

 

MD5 files are used by animated or articulated things, and it looks like Movers, which we derived our doors from, weren't set up to have animated models.

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