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InsideQC Forums • View topic - Mod_LoadAllSkins - Bug Fix

Mod_LoadAllSkins - Bug Fix

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Mod_LoadAllSkins - Bug Fix

Postby mh » Tue Jun 05, 2012 4:25 pm

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Re: Mod_LoadAllSkins - Bug Fix

Postby r00k » Tue Jun 05, 2012 6:42 pm

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Re: Mod_LoadAllSkins - Bug Fix

Postby mh » Tue Jun 05, 2012 8:06 pm

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Re: Mod_LoadAllSkins - Bug Fix

Postby taniwha » Tue Jun 05, 2012 11:20 pm

Rook: I don't have time to look now, but IIRC, TF (MegaTF?) had at least one model with skin groups (one of the grenade types).

MH: It's great that you're posting these. Though I suspect it's one of the first things many fix, it might be good to mention the fun for loop bug in CL_UpdateTEnts (for (i = 0;...) { ... for (i = 0; ...)). That one took me 3 days of learning how to use gdb to fix :P (first real bugfix in QF). I found it when launching the cluster rocket near the lightning trap near the end of rogue's r1m4 (the earthquake/cave map: "Cave of Death").

I have to go to work or I'd post more details :/
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Re: Mod_LoadAllSkins - Bug Fix

Postby mh » Wed Jun 06, 2012 12:04 am

It took me close on 8 years to even be aware of the for loop - I still have a check at the start of CL_UpdateTEnts that I suspect isn't necessary any more but I'm paranoid about removing...
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Re: Mod_LoadAllSkins - Bug Fix

Postby Baker » Wed Jun 06, 2012 12:27 am

A nice find for certain.
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Re: Mod_LoadAllSkins - Bug Fix

Postby qbism » Wed Jun 06, 2012 4:33 am

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Re: Mod_LoadAllSkins - Bug Fix

Postby Baker » Wed Jun 06, 2012 5:59 am

I discovered skin groups for alias models when a model Ceruix made used them. :D

(I also noticed the gl code in most engines doesn't seem to bother saving their skins for potential coloring, but I thought fixing that would be a waste of time as the feature is almost never seen.)
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Re: Mod_LoadAllSkins - Bug Fix

Postby r00k » Wed Jun 06, 2012 7:51 am

So Basically, its for multiple skins that can also be colored for teams?
Ive not seen a prob in CTF, or using a skin mod with skin slots.... :/ logically it looks bugged, i just never noticed.
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Re: Mod_LoadAllSkins - Bug Fix

Postby Baker » Wed Jun 06, 2012 9:11 am

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Re: Mod_LoadAllSkins - Bug Fix

Postby Spike » Wed Jun 06, 2012 9:46 am

'up to 4' is a glquakeism
one of the mission packs has an eel. that's the only official use of skingroups that I can think of.
like framegroups, the frame used is non-linear with time. unless you're using glquake which is again broken. :P
if you're making a model that uses them, don't expect all engines to be as broken. :P

CuTF uses skingroups on the telepads to give a bit of animation. These entities also use colormaps, so colourmapping skin groups is indeed useful (albeit painful).
Tbh if its colourmapped you can get away with just ignoring the extra frames if it means you get colourmapping instead. Whether that's the 'correct' behaviour or not is a different matter. :P
I don't know about the grenades. For lights blinking on their sides it makes sense that they would have framegroups.
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Re: Mod_LoadAllSkins - Bug Fix

Postby taniwha » Wed Jun 06, 2012 10:49 am

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Re: Mod_LoadAllSkins - Bug Fix

Postby mh » Wed Jun 06, 2012 5:01 pm

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Re: Mod_LoadAllSkins - Bug Fix

Postby taniwha » Wed Jun 06, 2012 10:37 pm

While I agree that automatic animations aren't worth it for cpu usage (here, QC cpu usage), they still present a nice savings for network bandwidth. That said, CSQC can do that (eg, tightly sandboxed QC code embedded in the model, even).

Automatic animations might be a mis-feature, but we're "stuck" with them for q1 data and we might as well get the relevant code paths right but keeping them suitably separate from code paths for other formats (eg iqm).

BTW, QF's IQM support reuses some of the code used for alias models (lerp parameter calculations, triangle rendering in sw), but I'm sure those are areas about which JC is not so regretful.
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Re: Mod_LoadAllSkins - Bug Fix

Postby leileilol » Thu Jun 07, 2012 12:58 am

For what it's worth, xmen's burnt skeleton has a skingroup too

I use a skingroup in vs97 for the chainsaw's v_ model to scroll the teeth. I also use it to make a pulsating effect on the beam cannon
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