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Model interpolation

2007-04-25
2016-01-05
  • Nobody/Anonymous

    sorry for my bad english
    Could you implement model interpolation, so the enemies moves would be softer, like the darkplaces port for quake?

     
    • Ozkan Sezer

      Ozkan Sezer - 2007-04-25

      This is on the TODO list.  I don't know if it can make it
      into the upcoming 1.4.2 release but it will be implemented.

      Thanks.

       
    • RaVeN RaVeN

      RaVeN RaVeN - 2008-03-28

      Model interpolation available on NewHexen 1.17 you can download source of NH 1.17
      http://newhexen.raven-games.com/
      look on end of page

       
      • Ozkan Sezer

        Ozkan Sezer - 2008-03-29

        Re: NewHexen and its source:
        I know about it. (In fact I have sources to almost all of
        hexen2, such as AoT, UQE, NewHexen, Pa3PyX..., so don't
        worry ;)

        Re: Model interpolation:
        I can try adding an implementation, but it won't go in 1.4.3
        because it is in release candidate phase right now and I'll
        merge only strict bug fixes and portability improvements.

        Thanks.

         
  • RaVeN RaVeN

    RaVeN RaVeN - 2011-06-06

    Model Interpolation guide here
    http://www.quakewiki.net/archives/qer/tutorial4.html
    A few suggestions:
    1.dont use "realtime" use "cl.time" so interpolation being more smoothly and host_frametime can affect it, like in Darkplaces.
    2. This guide designed for quake but in hexen2 in function
    void R_DrawAliasModel (entity_t *e)
    you must use R_RotateForEntity2 (e); instead of R_RotateForEntity (e); //in model interp guide, so all rotating models like quartz flashk and crystal vial  and etc, keep rotating.
    3. use blend =  timepassed / 0.05; instead blend =  timepassed / 0.1; (more smoothly)
    and e->frame_interval = 0.05; instead e->frame_interval = 0.1;

     
  • Ryan Spidell

    Ryan Spidell - 2016-01-05

    Any progress on this feature?

     

    Last edit: Ryan Spidell 2016-06-07

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