#11218 posted by Trinca on 2006/11/19 04:45:26
Preach are u the aerowalk maker?
Nope
#11219 posted by Preach on 2006/11/19 04:57:14
Got this name before I knew about Preacher, the author of that map, otherwise I wouldn't have gone for something so confusing : - ).
#11220 posted by Trinca on 2006/11/19 13:17:46
hehe thks ;)
You Could Go By Peach
#11221 posted by Lunaran on 2006/11/19 13:18:50
and yeah, that uv thing is disappointing. do split edges show with obvious horror in-game, like with sparklies and etc?
I bet if you were smart about your character design (and exported a base frame that was terrifically mangled) you could make the id method work pretty well. Maybe I'll go with that instead of trying to fight it.
No Sparklies In Q1
#11222 posted by necros on 2006/11/19 13:24:42
but lighting doesn't get interpolated smoothly over the edges like it normally does. it's not really bad though. if you look for it, you see it, but it's not 'zomg, wtf ugly!' bad.
Yeah
#11223 posted by Preach on 2006/11/19 14:07:21
It's not a big problem, it's just something that's fixable in theory, and shouldn't be too hard to put into the utility I'm writing anyway. Sometimes it might even be a desirable effect, for instance if you have two materials on a mesh that's all one piece to keep the poly count down. You can split the UV's along a polygon, get a nice solid edge between the two objects, and they get shaded differently to distinguish them. Of course, you can achieve the same thing by just building them as two seperate objects in the first place...
Thanks Guys
#11224 posted by Lunaran on 2006/11/19 14:45:14
The lack of vertex smoothing can be easily hidden by just placing the seams in intelligent places. Developers before us have already established a nice canon of tricks like shoulder pads and thigh bracers to mask such things. The details and elements you paint into the skin can cover up such things as well.
Is the 320x200 skin size limit imposed only by modelgen/lbm, or by software quake? I'm planning on rolling targalib into the modelgen code at some point merely for my own sanity.
Only Imposed By Modelgen
#11225 posted by Preach on 2006/11/19 15:27:32
I've certainly had models with 256x256 skins load ing in winquake with no trouble, and I don't see anything bar memory being an upper limit. Best in fact to stick with power of 2 skinsizes for the sake of GL engines, as they'll get resampled to the nearest size anyway.
Yeah
#11226 posted by Lunaran on 2006/11/19 17:03:16
I was thinking a 128x256 or a 256x512 for ease of acceptance with the half-shift thing.
Ok, this is going to be fun methinks. :)
Kinn.
#11227 posted by Shambler on 2006/11/20 13:27:14
You're a fucking weirdo :)
The scary thing is, I am on MSNger a lot...
New Valve Game
#11228 posted by DaZ on 2006/11/20 15:18:55
Oh, Yes.
That looks to have plenty of badass potential...
Ta Daz, I Was Just Looking For Those ^_^
#11230 posted by BlackDog on 2006/11/20 17:03:12
#11231 posted by gone on 2006/11/21 02:10:10
will see...
Well
#11232 posted by DaZ on 2006/11/21 04:42:06
I do remember quite a buzz around here for a multi-player coop game and it seems that is what valve is doing, it sounds really interesting anyways!
Hmmm...
#11233 posted by bal on 2006/11/21 04:48:33
Looks interesting, looking forward to seeing how that plays... Only thing I regret, is that those shots don't seem to be showing any real anti-zombie weapons, like old vinyl discs, golf clubs, and lawnmowers, seems to be only fire arms at the moment, and for me any good zombie film needs to feature more... interesting, weapons (I think this is what Dead Rising did? haven't tried that).
Quake Stuff Up-/downloadsite Ready To Use
#11234 posted by Spirit on 2006/11/21 04:56:08
Here we go: http://shub-hub.quaddicted.com
The password is ilovetheshubhub
Let's see how it works :)
What All The Shubbub Is
#11235 posted by Lunaran on 2006/11/21 07:18:14
Anyway, quake's modelgen requires skinmap imports as .LBM images. Having at first no clue what a .LBM image was, I set about trying to moosh the free Targa library into modelgen so I could just load those instead. Of course, being open source it has to go to extra lengths to be useless, and the targa code is mostly uncommented and the part that I'd have to deal with in particular is some arcane batch of bit-twiddling operations on variables with names like 'temp.' thanks, guys.
Deciding not to waste any more time on that I set about finding out what an LBM was, and quickly discovered that it's more or less synonymous with the Amiga .IFF format. Well, perfect, I thought. I can write IFF's.
But no, of course, it can't be perfect. I'm using the only version of photoshop (7) in which Adobe left out IFF support. Furthermore, searches for plugins turn up nothing useful because Alias decided to include their own proprietary image format in Maya and also name it IFF, so of course that's all anyone wants to concern themselves with these days, and the information for those plugins is always something to the effect of "You're going to have to get rid of your existing Amiga IFF plugin to make this one work, unless you're lunaran and you use PS7 in which case ha ha ha ha ha ha fuck you."
8 Bit Bmp Files
#11236 posted by HeadThump on 2006/11/21 07:36:09
Hm
#11237 posted by Lunaran on 2006/11/21 08:40:00
Is the source available for those? the tools source I have off id's ftp supports only lbm.
The Reason I Ask
#11238 posted by Lunaran on 2006/11/21 09:33:16
is that I'm altering modelgen to let me import from maya, because otherwise I'd have to go through the stupid chain of hackery like export to obj and then use lightwave to convert obj to lwo, for every frame, or something equally unwieldy.
I've already got the import-from-maya changes I made to modelgen proven out and functional, but I can't test them for sure until I can import a skin. otherwise modelgen refuses to write the model.
Any Source Is Likely Long Gone, Sorry
#11239 posted by HeadThump on 2006/11/21 10:09:39
On Inside3d there has been talking about making an all purpose Quake modeler to address the current problems common to every one who works with Quake's mdls. It might be worth emailing Frik to see if he has any suggestions (don't know if Maya import is part of what he is addressing thought).
Well
#11240 posted by Lunaran on 2006/11/21 11:51:57
My maya import is sort of just a good-enough-to-suit-me thing. I can easily write to an ascii format of my design from maya, and easily modify modelgen to parse ascii and fill in the appropriate MDL data, so that works for me. True importing from an actual .MA or .MB would be considerably harder for reasons I think I touched on in one of the other threads (the q1sp sequels one I think).
Although if I can find a good bmplib it might be simpler to work with than .tga.
Lunaran:
#11241 posted by bear on 2006/11/21 13:15:08
any 8-bit uncompressed format should be really easy to add support for and it's not really hard to find info about them either.
Or Maybe Look If This Will To The Trick:
#11242 posted by bear on 2006/11/21 13:25:09
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