#1334 posted by dwere on 2016/05/29 01:31:21
I was doing some GLQuake skin optimizations, because the target engine is QS. Now I remember why I hate GLQuake.
Adjustments
#1335 posted by dwere on 2016/05/30 02:03:00
https://drive.google.com/open?id=0B9DxOfPvG2G1Z3pGNHVGTmF0Qkk
GL-friendly. Don't like the lever, may still try and do something with it.
Maybe Better, Dunno
#1336 posted by dwere on 2016/05/30 02:18:03
L337 Post
#1337 posted by Preach on 2016/06/01 22:35:59
If anyone is using my qmdl python module or the standalone fbxtomdl.exe converter, I recommend you trundle over to my blog and download the new versions.
https://tomeofpreach.wordpress.com/
The new versions incorporate several fixes to make exported models compatible with software-based engines, ranging from optimisations to visual corruption and even crashes! Thanks to Sock for his help in identifying the issues.
Preach
#1338 posted by mankrip on 2016/06/03 02:24:54
Can you add a fix for the skin normals?
A while back I've posted <a href="https://youtu.be/a73Z4JxKPko";this video</a> showing the problem.
Normalisation
#1339 posted by Preach on 2016/06/03 08:40:18
What tool are you using which creates models with the backwards normals? Is it the fbxtomdl tool? Because I don't have the same issues with models I create from the main library.
#1340 posted by mankrip on 2016/06/03 09:53:48
Those models aren't from me, they're from Skiffy and Capnbubs.
According to the readme, Skiffy used your MD3toMDL tool:
http://www.celephais.net/board/view_thread.php?id=61285&start=92
If the normals are backwards does that make them abnormal?
Pm To Mankrip
#1342 posted by Preach on 2016/06/03 23:20:48
Hi mankrip, can you drop me an e-mail? My address is on my profile. I wanna send you a model which you can check that the normals are correct on. If that's so, I'll need to get in touch with Skiffy and find out what's going wrong. Unless they have the pre-2013 versions of the tool which did have a bug in calculating normals...
Preach
#1343 posted by mankrip on 2016/06/04 22:27:23
E-mail sent.
Weapons
#1344 posted by dwere on 2016/06/06 12:42:30
https://drive.google.com/open?id=0B9DxOfPvG2G1akY3SXFMV3BaSkE
I'll shove everything in one archive from now on. Making two versions of every model is rather butt, maybe I should stop.
Contains recent versions of shotgun, double shotgun, and nailgun. The shotgun has a pickup model that's useless outside of mods.
By The Way
#1345 posted by dwere on 2016/06/06 16:03:39
I have a question. What are *.ms2 files generated by GLQuake?
#1346 posted by Spirit on 2016/06/06 18:55:47
Nothing anyone should ever care about anymore.
#1347 posted by ericw on 2016/06/06 19:26:07
GLQuake reorders the model into the form that it sends to OpenGL (tristrips and fans), the ms2 file is that form cached that to disk.
Both the caching-to-disk (presumably it was faster in '97 to load the file from disk than to reprocess the model) and the rearranging into tristrips/fans are useless nowadays, so no engines do this anymore.
Rant
#1348 posted by dwere on 2016/06/06 19:39:47
Okay, thanks.
I was just searching for a way to include GLQuake-optimized models with regular models in a single package that doesn't require tinkering in order to play with different engines. It was a stupid idea, but I wanted to make sure.
This situation with model skins does bad things with my motivation. I wish the habit of shifting texture coordinates died with vanilla GLQuake, but important engines retain it (while other important engines don't), and it's some sort of a standart now (just like not paying attention to garbage fullbright pixels).
#1349 posted by dwere on 2016/06/14 22:57:54
Nice..
#1350 posted by xaGe on 2016/06/15 01:38:37
Grenade launcher? Like the model.
Clarification About Rant
#1351 posted by Izhido on 2016/06/15 04:05:38
What do you mean with shifting tex coords? First time I've heard of that. Just being curious...
Izhido
#1352 posted by dwere on 2016/06/15 10:06:27
Software Quake (as well as several source ports, including darplaces, strangely enough) places tex coords between pixels. GLQuake shifts them half a pixel right and half a pixel down, placing them at the pixel centers. Elaborate detailing goes out the window. Fitzquake/Quakespasm are also affected.
@Izhido Instead Of Deja Vu ...
#1353 posted by Baker on 2016/06/15 10:23:38
Find the Quakespasm thread, do "show all posts" or start at 1 or whatever it is to see every one of the 2000+ posts.
Then in your browser Find look for the word "coord" and you'll find an informative discussion on this from a couple of years ago that discusses the differences that dwere refers to between software Quake and the hardware renderer versions.
How Do Other People Cope With This Problem?
#1354 posted by dwere on 2016/06/17 21:53:40
Do you have techniques to minimize the damage? Or do you just work with one engine and hope your model won't look too broken with another? If it's the latter, then which standart do you prefer?
I was thinking about the former, and I can see a way to preserve symmetry where it's needed, but it'd require constructing the model in a certain way. Simply making something decent is hard enough for a novice, and then I have to worry about all this compatibility nonsense.
Why, GLQuake, why?
Static Is No Weapon Model, But
#1355 posted by madfox on 2016/06/17 23:17:21
When I made the static entity for a convoybelt the hardest part was to make the cell_ammu blocks correspond to each other.
When they all four made the simultaneously movements and I had it right counting on the framenumbers the different engines all made their own movements.
Framegrouping helped, but as each engine treated it accordingly strange effects was the result.
Dwere
#1356 posted by Preach on 2016/06/18 17:50:02
I'd go with designing your models with GLQuake in mind, for two reasons. The first is that so many more ports are based on glquake, and they're so much more widely used, that they've become the de facto standard now - even if the software vertex placements came first. Secondly, the software renderer has so many approximations and wobbles when it comes to alias models that it's not going to benefit from that level of care and attention.
As your screenshot seems to be going for a pixel-art look, I wondered if you could try doubling the scale of your skin. So each "pixel" on the visible skin would actually be a 2x2 block of pixels. Sure, you've effectively wasted 300% memory compared to the original, but the GL and Software renderings will be more alike. As a bonus, it might look less "muddy" for people not using nearest neighbour in the GL world.
#1357 posted by dwere on 2016/06/18 18:27:43
DirectQ and Darkplaces are using the original way of interpreting tex coords, so it's not that simple.
As for your second suggestion - IIRC, the software renderer can't work with skins taller than 128, so I'd have to redo a lot of things. In any case, I'd rather not resort to something like this.
Thanks for your thoughts anyway.
Skin Height
I believe the limit is 192?
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