How To Setup Models E-mail
Supplemental Object Documentation

1. Overview

The Model objects covers a group of components which together make up the collection of supported formats.

2. Methods

 Load <file>

Load a model file format.

 Move <x> <y> <z>

Move a model in any direction.


Render the model formats.

 Rotate <x> <y> <z>

Rotate a model around the position axis.

 SetAnimation <name>

Set a model animation by name.

 SetFrame <index>

Set a model animation frame index.

 SetPosition <x> <y> <z>

Set the position point of a model.

 SetRelative <boolean>

Set the camera relativity which binds the object.

 SetRotation <x> <y> <z>

Set the rotation factor of a model.

 SetScale <x> <y> <z>

Set the scale size of a model.

 SetShader <shader>

Set a model shader.

 SetVelocity <single>

Set the velocity of the model animations.


Unload a model format.

3. Properties

 Frame <long>

The current animated frame.

 Position <vertex>

The position point.

 Relative <boolean>

The camera relativity.

 Rotation <vertex>

The rotation factor.

 Shader <shader>

The shader object.

 Volume <volume>

The volume object.

4. Example

The following example is based upon the engine being initialized at which point all supported model formats are fully loaded including any prerequisites, and displayed within the environment.

' Game Basic 3D Engine Build 4096
' Copyright © Monarke Studios. All Rights Reserved.
Private MDL As New GameBasic3D.MDL
Private MD2 As New GameBasic3D.MD2
Private MD3 As New GameBasic3D.MD3
Private MD5 As New GameBasic3D.MD5
' Engine.Initialize
' Load Quake 1 MDL
MDL.Load "./.."
MDL.LoadPalette "./.."
' Load Quake 2 MD2
MD2.Load "./.."
MD2.LoadTexture "./.."
' Load Quake 3 MD3
MD3.Load "./..", "./.."
MD3.LoadTexture "./.."
MD3.LoadAnimationTable "./.."
' Load Quake 4 MD5
MD5.Load "./.."
MD5.LoadAnimation "./.."
MD5.LoadCamera "./.."
    ' Engine.Begin
    ' Engine.Synchronize
' Engine.End
Set MD5 = Nothing
Set MD3 = Nothing
Set MD2 = Nothing
Set MDL = Nothing

5. Disclaimer 

Please note that the objects, and other various effects that can help extend the example are not entirely present but assume you're already familiar working with them. Please refer to the other online content, and technical reference included with the installation for further documentation.