Thanks Sleepwalkr
#11193 posted by necros on 2006/11/13 22:37:28
the new java version worked fine :)
Icons
#11194 posted by Sielwolf on 2006/11/13 23:26:03
there are some here:
http://www.gamers.org/pub/idgames2/graphics/desktop/
but Trinca if you have some nice different ones please post them here.
Necron Or Someone
#11195 posted by Lunaran on 2006/11/13 23:51:39
are alias .tri files ascii?
#11196 posted by Trinca on 2006/11/14 01:15:51
Necros
#11197 posted by SleepwalkR on 2006/11/14 08:30:24
You're welcome. Glad I could help.
Gibbie
#11198 posted by inertia on 2006/11/14 09:45:17
where are you, you little idiot? i miss the axially-designed mapping madness!
Ankh
#11199 posted by negke on 2006/11/14 09:59:22
winquake has a nice q-rune icon - i use it for my quest shortcut
Are Quake .sav File Compability Tied To The Network Protocol?
#11200 posted by bear on 2006/11/14 09:59:39
...
Bear:
#11201 posted by metlslime on 2006/11/14 12:38:40
I don't think so.
Hmm, Ok I Wasn't Sure
#11202 posted by bear on 2006/11/14 17:01:48
was just asking to possibly be able to help this guy working on a quake NDS port:
Actually, does anyone here have any experience with the Quake engine? I've been playing Quake on the tube in the morning but upgrading the networking has somehow corrupted my save file! And I was nearing the end of the game! No fair!
http://forum.gbadev.org/viewtopic.php?t=11556&start=15
Bear: .sav File Information
#11203 posted by Gleeb on 2006/11/14 17:49:02
Quake's .sav files are basicly dumps of the network, possibly specially formatted, I dunno, but the jist of it is, the engine must be able to speak whatever protocol the demos use.
Someone needs to confirm this to be sure, but I'm pretty certain of the above.
Hmm...
#11204 posted by metlslime on 2006/11/14 18:36:36
i thought they were dumps of the server state, meaning they contain the entire level and not just the part that is sent to the client. But this is all speculation of course.
Client/Server Demos.
#11205 posted by Gleeb on 2006/11/14 19:44:15
Well, client demos are dumps of network traffic the client receives.
Server demos, I dunno... I'm guessing that as server demos are mostly compatible with client demos, that it's pretty much more of the same, but with info about more stuffs.
Of course, SP demos are different again, as they already know about everything. It's probably just yet another client demo...
Wait...
#11206 posted by metlslime on 2006/11/14 20:17:17
I thought we were talking about savegames, not demos.
Oops, So We Were.
#11207 posted by Gleeb on 2006/11/14 20:22:33
My bad :)
Changing The Progs
#11208 posted by Preach on 2006/11/15 00:19:10
You can "corrupt" a savegame if you change the progs.dat file in such a way that the order of precaches changes. Then things will get the wrong modelindex and look odd. I don't know if that's what he means by corrupted though, it sounds more serious than just this...
I Knew Demos Were Tied To The Network
#11209 posted by bear on 2006/11/15 04:31:54
But not sure about the save games. If you open a .sav file in a text editor they appear to just contain a dump of the state of everything in the map along with some unknown values/data at the start of the file.
It's Just An
#11210 posted by aguirRe on 2006/11/15 05:53:15
edict dump with the progs globals section in the beginning. It has nothing to do with the protocol, but everything to do with the progs version when it was saved.
Depending on the nature of progs changes, the sav file will be invalidated or not.
And sometimes, you don't even have to change the progs to get an invalid sav file. This is typically caused by non-deterministic precaching, so depending on random, the sav file will work or not. In this case, it's a bug in the progs and should be fixed.
Another...
#11211 posted by golden_boy on 2006/11/16 14:44:32
...vote for more gibbie.
Shambler Is Evil
#11212 posted by Kinn on 2006/11/17 04:21:02
<Kinn^> whoa
<Kinn^> wtf, i just had the worst nightmare o_O
<Killes> tell us now
<Kinn^> ok, i dreamt that i was talking to shambler on msn messenger, and that somehow gave him secret control to reboot and bluescreen my computer, and i never caught on, so i'd keep walking straight into his little trap over and over and when i realised what was happening i felt so betrayed :{
<Killes> rofl
Kinn
#11213 posted by Vondur on 2006/11/18 01:50:19
~_^
Sielwolf
#11214 posted by aguirRe on 2006/11/18 14:59:20
Is there a problem with your email address?
Preach Or Someone
#11215 posted by Lunaran on 2006/11/18 18:26:22
am I correct to infer that there's a 1:1 correlation between mesh verts and st verts in an .mdl, and that models have to therefore be physically separated along UV seams?
Yes Lun
#11216 posted by necros on 2006/11/19 01:05:57
been experimenting with that recently, and it's the only way to get a 'uvw style' skinmap in q1.
you were talking about q1 right?
Almost Always, Yeah
#11217 posted by Preach on 2006/11/19 03:37:07
The only time you can get away with not seperating them is when you perform a planar map using the original ID method. Then you can get the same vertex twice on the skin without splitting them on the model. The problem is that it's very restrictive, as if the first vertex is at position (s,t) the second vertex has to be at (skinwidth/2 + s, t). Which basically restricts you to exactly the same style skin as the original quake models. It's possible you could do some parts of the skin like that, and some parts with seperated uv/mesh verts, but it'd be quite a lot of effort.
I'm looking at making a little command line tool to help models with split UV's like this. I've already done the nice easy things like fixing uv's out of bounds - if uv's aren't between 0 and skinwidth/skinheight they give an access error in QMe and display garbage on the skin in software mode outside the bounds of the original skin. In GL the skin tiles as you'd expect, but if you want compatibility with software you can't use that trick. Hopefully the next thing I'll add is to correct smoothing on split vertices. It'll look at all vertices that occupy a single point per frame, and recalculate the vertex normals for all of them. That way the split will be better hidden on the model by the shading.
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