$animblocksize: Difference between revisions
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Bug:In games with support for compressed (repacked) maps, the client will crash when attempting to load on-demand animation data if the content is packed into the BSP. [todo tested in ?]
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(Describe crash when packing .ani files into a BSP) |
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The <code>nostall</code> option will make the first [[$sectionframes|section]] not demand load but by included in the '''[[MDL|.mdl]]''' file. | The <code>nostall</code> option will make the first [[$sectionframes|section]] not demand load but by included in the '''[[MDL|.mdl]]''' file. | ||
{{bug|In games with support for [[BSPZIP#Compression|compressed]] (repacked) maps, the client will crash when attempting to load on-demand animation data if the content is packed into the [[BSP]].}} | |||
==Syntax== | ==Syntax== |
Revision as of 07:26, 3 February 2023


$animblocksize
is the QC command. 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"]
Example
For example in modelsrc qc, "general_dest_plaster_set.mdl"
$animblocksize 32 nostall highres