$animblocksize: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Added some details provided by the example .qc file for "props_destruction/general_dest_plaster_set.mdl". Can be found in L4D2 Authoring Tools modelsrc.)
Line 1: Line 1:
If this is specified, all the animation data will be written to a .ani file, and when sequences need it the data will be demand loaded. The "size in K" is the block size the animations will be grouped into. Sizes between 4K and 64K are fine, though 16K or 32K has better memory fragmentation characteristics.
If this is specified, all the animation data will be written to a .ani file, and when sequences are needed, the data will be loaded on demand. This is helpful for streaming animation data of "cinematic" physics. The "size in K" is the block size the animations will be grouped into. Sizes between 4K and 64K are fine, though 16K or 32K has better memory fragmentation characteristics.


The <code>nostall</code> option will make the first [[$sectionframes|section]] not demand load but by included in the .mdl file.
The <code>nostall</code> option will make the first [[$sectionframes|section]] not demand load but by included in the .mdl file.

Revision as of 20:38, 23 June 2010

If this is specified, all the animation data will be written to a .ani file, and when sequences are needed, the data will be loaded on demand. This is helpful for streaming animation data of "cinematic" physics. The "size in K" is the block size the animations will be grouped into. Sizes between 4K and 64K are fine, though 16K or 32K has better memory fragmentation characteristics.

The nostall option will make the first section not demand load but by included in the .mdl file.

Syntax

$animblocksize (size in K) ["nostall"]

See also