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Greebo, what does DR use to create the map image of AI? I notice that the latest AI I rigged, the thug, shows up as a proguard in the map editor. He has his own entitydef and model name, but he does use the proguard t-pose md5anim (so does the nobleman, however, and he shows up properly).

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Ok, I've narrowed down what causes it to happen. It's the "inherit" line that causes it. If the line is there, he appears a proguard in the editor. If I comment it out, he appears properly as a nobleman.

 

Question is, why does it matter? The md5anim files are exactly the same. In fact, the ones I thought were relevant to the editor aren't even being inherited.

 

model tdm_ai_nobleman1 {
 //inherit			tdm_ai_proguard
mesh		  models/md5/chars/nobles/nobleman1/tdm_ai_nobleman.md5mesh
channel torso		( *Spine_Dummy)
channel legs		( origin Pelvis Pelvis2 *Hips)

anim af_pose		models/md5/chars/guards/proguard/af_pose.md5anim
anim ik_pose		models/md5/chars/guards/proguard/af_pose.md5anim
anim walk		models/md5/chars/guards/proguard/walk.md5anim 	
anim run		models/md5/chars/guards/proguard/run.md5anim 
anim search		models/md5/chars/guards/proguard/search.md5anim
anim idle		models/md5/chars/guards/proguard/idle.md5anim


}

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So, you're saying that the "inherit" keyword should work on modeldefs? I don't think DarkRadiant supports this yet, but if the engine can handle that, the editor should do it too.

 

Please put an entry on the tracker, if you can confirm that the inherit keyword is valid on modeldefs.

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if you can confirm that the inherit keyword is valid on modeldefs.

 

Yes, I've been using it for a while now (after stumbling across Id's use of it in a few places).

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