HUD model up/down trouble
I'm having trouble defining model states for the UP/DOWN frames of the wand HUD model in Heretic.
The ATK2 states aren't done yet, but I just put everything in there to see if some problem could be discerned from it.
The model appears to flicker between the "normal" raise and lower animation (bending up/down) and the custom animation.
If I use the "worldtime" flag, it KIND OF fixes the problem, except it randomly will start/stop along the animation sometimes...
Header { Version = 6 }
SkipIf -nohudmod
#####====---- GOLD WAND ----====#####
Model {
State = "GOLDWANDREADY"
Scale = 1
Inter = 0
Offset XYZ { 0 -7.2 15 }
Sub { File = "HUD/Wand/wand.md2" Frame = "Ready_1" }
Sub { File = "HUD/Wand/wand-crystal.md2" Frame = "Ready_1" }
Sub { File = "HUD/Wand/wand-flash.md2" Frame = "Ready_1" Skin = 0 }
}
*Model {
State = "GOLDWANDUP"
Inter = 0
Sub { Frame = "Equip_1" }
Sub { Frame = "Equip_1" }
Sub { Frame = "Equip_1" }
}
*Model {
State = "GOLDWANDUP"
Inter = .083
Sub { Frame = "Equip_2" }
Sub { Frame = "Equip_2" }
Sub { Frame = "Equip_2" }
}
*Model {
State = "GOLDWANDUP"
Inter = .166
Sub { Frame = "Equip_3" }
Sub { Frame = "Equip_3" }
Sub { Frame = "Equip_3" }
}
*Model {
State = "GOLDWANDUP"
Inter = .25
Sub { Frame = "Equip_4" }
Sub { Frame = "Equip_4" }
Sub { Frame = "Equip_4" }
}
*Model {
State = "GOLDWANDUP"
Inter = .333
Sub { Frame = "Equip_5" }
Sub { Frame = "Equip_5" }
Sub { Frame = "Equip_5" }
}
*Model {
State = "GOLDWANDUP"
Inter = .416
Sub { Frame = "Equip_6" }
Sub { Frame = "Equip_6" }
Sub { Frame = "Equip_6" }
}
*Model {
State = "GOLDWANDUP"
Inter = .5
Sub { Frame = "Equip_7" }
Sub { Frame = "Equip_7" }
Sub { Frame = "Equip_7" }
}
*Model {
State = "GOLDWANDUP"
Inter = .583
Sub { Frame = "Equip_8" }
Sub { Frame = "Equip_8" }
Sub { Frame = "Equip_8" }
}
*Model {
State = "GOLDWANDUP"
Inter = .666
Sub { Frame = "Equip_9" }
Sub { Frame = "Equip_9" }
Sub { Frame = "Equip_9" }
}
*Model {
State = "GOLDWANDUP"
Inter = .75
Sub { Frame = "Equip_10" }
Sub { Frame = "Equip_10" }
Sub { Frame = "Equip_10" }
}
*Model {
State = "GOLDWANDUP"
Inter = .833
Sub { Frame = "Equip_11" }
Sub { Frame = "Equip_11" }
Sub { Frame = "Equip_11" }
}
*Model {
State = "GOLDWANDUP"
Inter = .916
Sub { Frame = "Equip_12" }
Sub { Frame = "Equip_12" }
Sub { Frame = "Equip_12" }
}
*Model {
State = "GOLDWANDUP"
Inter = .999
Sub { Frame = "Equip_13" }
Sub { Frame = "Equip_13" }
Sub { Frame = "Equip_13" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = 0
Sub { Frame = "PutAway_1" }
Sub { Frame = "PutAway_1" }
Sub { Frame = "PutAway_1" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .083
Sub { Frame = "PutAway_2" }
Sub { Frame = "PutAway_2" }
Sub { Frame = "PutAway_2" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .166
Sub { Frame = "PutAway_3" }
Sub { Frame = "PutAway_3" }
Sub { Frame = "PutAway_3" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .25
Sub { Frame = "PutAway_4" }
Sub { Frame = "PutAway_4" }
Sub { Frame = "PutAway_4" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .333
Sub { Frame = "PutAway_5" }
Sub { Frame = "PutAway_5" }
Sub { Frame = "PutAway_5" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .416
Sub { Frame = "PutAway_6" }
Sub { Frame = "PutAway_6" }
Sub { Frame = "PutAway_6" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .5
Sub { Frame = "PutAway_7" }
Sub { Frame = "PutAway_7" }
Sub { Frame = "PutAway_7" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .583
Sub { Frame = "PutAway_8" }
Sub { Frame = "PutAway_8" }
Sub { Frame = "PutAway_8" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .666
Sub { Frame = "PutAway_9" }
Sub { Frame = "PutAway_9" }
Sub { Frame = "PutAway_9" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .75
Sub { Frame = "PutAway_10" }
Sub { Frame = "PutAway_10" }
Sub { Frame = "PutAway_10" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .833
Sub { Frame = "PutAway_11" }
Sub { Frame = "PutAway_11" }
Sub { Frame = "PutAway_11" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .916
Sub { Frame = "PutAway_12" }
Sub { Frame = "PutAway_12" }
Sub { Frame = "PutAway_12" }
}
*Model {
State = "GOLDWANDDOWN"
Inter = .999
Sub { Frame = "PutAway_13" }
Sub { Frame = "PutAway_13" }
Sub { Frame = "PutAway_13" }
}
*Model {
State = "GOLDWANDATK1_1"
Interpolate { 0 .5 }
Sub { Frame = "Fire_1" }
Sub { Frame = "Fire_1" }
Sub { Frame = "Fire_1" }
}
*Model {
State = "GOLDWANDATK1_1"
Interpolate { .5 1 }
Sub { Frame = "Fire_2" }
Sub { Frame = "Fire_2" }
Sub { Frame = "Fire_2" }
}
*Model {
State = "GOLDWANDATK1_2"
Interpolate { 0 .5 }
Sub { Frame = "Fire_3" }
Sub { Frame = "Fire_3" }
Sub { Frame = "Fire_3" }
}
*Model {
State = "GOLDWANDATK1_2"
Interpolate { .5 1 }
Sub { Frame = "Fire_4" }
Sub { Frame = "Fire_4" }
Sub { Frame = "Fire_4" }
}
*Model {
State = "GOLDWANDATK1_3"
Interpolate { 0 .333 }
Sub { Frame = "Fire_5" }
Sub { Frame = "Fire_5" }
Sub { Frame = "Fire_5" }
}
*Model {
State = "GOLDWANDATK1_3"
Interpolate { .333 .666 }
Sub { Frame = "Fire_6" }
Sub { Frame = "Fire_6" }
Sub { Frame = "Fire_6" }
}
*Model {
State = "GOLDWANDATK1_3"
Interpolate { .666 1 }
Sub { Frame = "Fire_7" }
Sub { Frame = "Fire_7" }
Sub { Frame = "Fire_7" }
}
*Model {
State = "GOLDWANDATK1_4"
Interpolate { 0 .333 }
Sub { Frame = "Fire_8" }
Sub { Frame = "Fire_8" }
Sub { Frame = "Fire_8" }
}
*Model {
State = "GOLDWANDATK1_4"
Interpolate { .333 .666 }
Sub { Frame = "Fire_9" }
Sub { Frame = "Fire_9" }
Sub { Frame = "Fire_9" }
}
*Model {
State = "GOLDWANDATK1_4"
Interpolate { .666 1 }
Sub { Frame = "Fire_10" }
Sub { Frame = "Fire_10" }
Sub { Frame = "Fire_10" }
}
*Model { State = "GOLDWANDATK2_1" }
*Model { State = "GOLDWANDATK2_2" }
*Model { State = "GOLDWANDATK2_3" }
*Model { State = "GOLDWANDATK2_4" }
The ATK2 states aren't done yet, but I just put everything in there to see if some problem could be discerned from it.
The model appears to flicker between the "normal" raise and lower animation (bending up/down) and the custom animation.
If I use the "worldtime" flag, it KIND OF fixes the problem, except it randomly will start/stop along the animation sometimes...
Comments
I cheated and looked in the jDRP weapons resources, and it appears that the tics on the raise and lower states need to be upped, and there needs to be an extra DOWN state added which links to itself for weapons like this so that it doesn't keep repeating the animation after your dude has kicked the bucket.