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Necros 
All my friends who don't play games just seem to see it as a waste of time. Most of my friends do play games, at least a bit. Now it's like reading. Some people go deep but most are just reading like, 50 shades of gray or Tom Clancy or whatever. Quake = David Foster Wallace, obviously. 
Friends... 
When I was a player, I didn't have any friends. When I was a mapper, I didn't have any friends. Now that I have stopped both, I don't have any friends.

I now spend most of my time in front of a computer screen trying to work out why I don't have any friends.

I am sure that if I work hard enough I will find the answer. 
Tronyn 
That's a very generous review of FMB-BDG2 over in Quaddicted. Thank you. 
My Wife 
Doesn't play games and can't understand it.

But she loved Prince of Persia Warrior Within. 
Streetfighter Motion Capture WTF 
Necros 
I can't argue with those who'd rather be out and about than playing games.

However, I might have a few choice words for the people that scoff at me for playing games, but who themselves spend the same amount of time watching shite on the tv. 
No Problem 
Thanks for all the maps over the years 
Adverts 
Generally I hate them but for some reason this is just right! 
Who Wants To Play It? 
Demo Chat 
Any idea why when recording a demo in quake using the chat function no longer pauses the game? 
 
Cocerello: Hahaha, that made my day. Thanks :')

On another note: does anyone know if there's a good documentairy on the history of computer graphics somewhere? I search from time to time but can't seem to find anything substantial.
I like geeking out to retrospects and postmortems on GDC vault and watching stuff like King Of Kong, but there doesn't seem to be anything with the focus on CG in film since the early seventies onwards. I heard Siggraph did something like that for it's 25 year anniversary but I can't seem to find anything online. 
 
Is the last map of CZG's terra unfinished? Was there ever a finished version? 
Website's Been Drupald 
http://rickyt23.com/

What you think? 
 
It's nice but you shouldn't use small caps for large blocks of text. Lower case is much easier to read. 
Ricky 
There's too much going on graphically, it looks "nervous" or something. Too many boxes and lines, too many different margins etc.

Also the buttons look completely out of place and they look like they were squeezed in between those horizontal lines. 
BSP -> Blender -> Whatever 
I've been trying to learn Blender recently, and once of the things I thought I'd try was scripting. Since I didn't have any better ideas, I thought I'd try making a bsp importer in case for some reason I, or anyone else, wanted to render their maps.

http://www.quaketastic.com/upload/files/misc/io_mesh_bsp.zip
http://www.quaketastic.com/upload/files/misc/apsp3_blender.png

Warning:
This is very early still. The only thing it can do right now is import all the models in the bsp as separate meshes in Blender. I plan to extract textures and assign them as materials, but that's quite a lot of work for me, since I have to extract the texture alignment params, translate them into regular uv space, save out all the textures and assign them to each polygon in the level.

TODO:
- auto weld all verts
- allow user scale option (currently uses 0.05 of Quake scale)
- allow user to filter by model ids
- would be nice to filter out triggers etc. but that requires quite a lot more work because of how simply it is written right now.
- extract textures and assign as materials
- optimisation so it doesn't take 30s+ on large maps to import :( 
Forgot To Mention 
that if you want to use this with another package... well, blender is freely downloadable from blender.org, is multi-platform and requires no installation, so you can quickly get it set up, import the bsp, then export as obj or whatever to use in some other 3d tool.

Also, once you weld all the verts, each model is a fully sealed mesh. I'd imagine it's not too hard to extrude the faces and take into zbrush or whatever if you wanted to. 
Awesome Work 
This is very early still. The only thing it can do right now is import all the models in the bsp as separate meshes in Blender. I plan to extract textures and assign them as materials, but that's quite a lot of work for me, since I have to extract the texture alignment params, translate them into regular uv space, save out all the textures and assign them to each polygon in the level.

Just wanted to say, the engine already does this so that it can render the BSP, maybe you can copy code from there instead of writing from scratch? 
 
(the UV calculation part, I mean) 
 
Is there any Q1 engine with support for variable spaced fontmaps? It's much nicer for blocks of text, and just more legible in general. 
Metlslime 
yeah, I was thinking I could probably just get it from fitzquake or trenchbroom code. I guess tb is a bit different since it's converting from map and the format is a different.

Might have a go at getting textures in at the weekend. 
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