The only place that MAXSTUDIOSEQUENCES limit is used is in the studiomdl code ($Src/utils/studiomdl), which can be changed if that's the tool you use to compile models. There is no limit on the number of sequences the engine itself is capable of using. DoD 2.0, which will be released soon, has player models with more than 255 sequences.
> -----Original Message----- > From: Pat Magnan [mailto:[EMAIL PROTECTED]] > Sent: Tuesday, January 22, 2002 1:04 AM > > > > I have been informed that is the limit, > > although I can see no reason for that belief in the code. A class > would have > -- SNIP -- > > Umm.. Huh? engine/studio.h says this: > > #define MAXSTUDIOSEQUENCES 256 // total animation sequences > > It would seem that the limit is 256 rather than 77.. However, > there are > only 77 sequences in the TFC models that I've looked at. Perhaps > someone was assuming this is the limit because we don't have a > character model with more?? > > If you're defining all new weapons, i'm sure you can pare > down the ones > you don't need from the DM/TFC models to have quite a bit of room for > animations. You need 4 per model as I see it ref_aim_weapon, > ref_shoot_weapon, crouch_aim_weapon, crouch_shoot_weapon. 35 > x 4 = 140, > plus all the movement ones (walk, run, swim, death etc -- > maybe 20 per > model), should fall below 256? > > Also, do you always need a new anim for every weapon? If > you're making > a broadsword, the player's attacks with that would look very > similar to > using an axe for example. You shouldn't need one anim per > weapon. Just > group your weapons into logical groups (2handed, polearm, > onehandedsword, or whatever is appropriate for your mod). > Then, in your > DefaultDeploy, just send the appropriate value for the last parameter > (i.e. 2handed or whatever, not the weapon name itself). That should > save you and the modellers a bunch of work, not to mention the fact > that you should be able to do all that within 77 animations, > if that is > really the limit...
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