*v*
#276 posted by madfox on 2012/04/20 20:02:10
Nice!
#277 posted by metlslime on 2012/04/20 20:03:26
Very Cool Indeed
#278 posted by ijed on 2012/04/20 20:43:18
/\ What They Said
#279 posted by necros on 2012/04/20 21:46:49
that looks better than i thought it would with the texture; even the bottom scrolls. good job.
MadFox
#280 posted by Mike Woodham on 2012/04/20 23:13:47
That's good, really good.
My Cells Are Drained...
#281 posted by madfox on 2012/04/21 01:52:19
MadFox
#282 posted by JPL on 2012/04/21 16:08:39
The water fall is indeed really nice ! Good job !
And the latest one: I'd like to see it textured too ;)
Fyi
#283 posted by Spirit on 2012/04/21 20:53:43
taniwha of Quakeforge is working on a new mdl exporter for Blender
Good Luck To Him
#284 posted by Preach on 2012/04/21 21:54:24
I remember writing the last exporter for blender, but abandoned it after the first release as breaking changes left it inoperative in a later version. I suppose abandoned software has stability as it's sole advantage...
Thanks!
#285 posted by madfox on 2012/04/21 21:59:06
I am trying something like a cell generator, that implies empty cell packs going in and out a machine after having an energy injection.
Fact is I need to translate the cell dimensions, which was 32x32 I thought. The way qmle translates units looks like cm.
Energycells are removeable, while these are solid, which means they have to stay out of reach of the player.
Robotl Ever
#286 posted by madfox on 2012/04/22 01:05:22
Shame for the lost triverse in the cell pack.
I have to change the scale anyway.
http://members.home.nl/gimli/clue.gif
Madfox
#287 posted by Preach on 2012/04/22 01:16:54
If you want a mdl with scale reference for a cell, dig into the pak2.pak file from quoth and open the pickup.mdl file. It is build to scale.
Great!
#288 posted by madfox on 2012/04/22 14:09:26
I have an example I had from Lunaran, but I lost it somewhere. Thanks for pointing the direction.
I was measuring the frame of qmle into my animation editor, and found that the units compared to centimeters. So for taking 64 x 64 I had my format. When I import a model though it is a giant. I have to scale it ten times before it is usable.
When I modelled the monster in the wall I met the same difficulty.
Also
#289 posted by Preach on 2012/04/22 15:06:39
It's worth noting that 1 unit in the map editor always corresponds to 1 unit in the QMe editor, which corresponds to 1 unit in the QC, if that is any help for scaling. Most conversion tools just translate one unit in their editor to 1 unit in quake as well, for example the gmax->md3->mdl pathway preserves 1 unit scale at each step.
More Static Entities!
#290 posted by madfox on 2012/04/22 22:29:35
Good to know, preach.
I often tried a cube into qmle, but it always fails ingames.
I made a whirlpool, or something in the way.
It could also be udsed as tornado.
http://members.home.nl/gimli/tornad.gif
Nice Stuff
#291 posted by wakey on 2012/04/24 00:39:16
The waterfall is realy gorgeous!
Statics & Movement
#292 posted by madfox on 2012/04/28 00:04:13
Is it possible to make a static entity move?
I have a sphere as a mdl, used as static entity and I want to make it turn slowly.
I remember the spikemines., but my aim is more something like a turning sky.
Calculating on framerates of 0.1 sec it isn't difficult to make it roll once in a second, but turning it slowly, like a rotal movement of 60 sec may be something beyond model dimensions.
I thought I can use 256 frames, so that would be 25.6 sec to go. That isn't a skybox turning, so I wondered if it would be possible with qc, or a hiher frame maximum.
What's the limit?
Static Entities
#293 posted by metlslime on 2012/04/28 00:22:36
can only move two ways:
1. they can have the rotate flag set in the model, like weapon/armor models do.
2. they can have a framegroup which contains the animation, and the client will automatically cycle frames at 10Hz.
QuakeC cannot do anything with a static entity, once it is static it is purely a client-side object with no physics and no think functions.
#294 posted by necros on 2012/04/28 00:23:37
if you mean an entity that has had the makestatic() function run on it, then no.
of course, just remove that function call and you can move it as much as you want.
you can use .avelocity to give it constant rotation, so like .avelocity = '0 1 0'; will rotate 1 degree per second around y axis.
this will look like shit unless you are using an engine with high precision angles.
Thanks
#295 posted by madfox on 2012/04/28 00:26:12
Right.
So when I want to move a globe I can only make it roll like a grenadelauncher,
or
add as many frames as the engine can load.
How far can I match? 256 frames ~ 512?
#296 posted by necros on 2012/04/28 00:27:14
well, know, my example was like the weapon rotation, but you can rotate it however you want...
'1 0 0' is rotation around x axis, and '0 0 1' is z axis.
and you can use any number you want. even decimals.
Madfox:
#297 posted by metlslime on 2012/04/28 00:34:35
256 frames is the max in protocol 15. Other network protocols (which require custom engines) support more.
Cross+over
#298 posted by madfox on 2012/04/28 00:43:27
Thanks, mertlslime that's what I was looking for! Then it will be 256 frames ~ 25.6 sec ~ comes to me like 1.5 minute a cycle.
I didn't see your post ,necros.
Also thanks for the info.
Why do you think it would look strange? 1.5 degree cycling with high resolution tex would make it look acceptable.
I don't know, maybe I'm just the next stupid noob who wants to make a turning skybox in Quake1.
:P
Orbit Interuptus
#299 posted by madfox on 2012/04/28 03:34:16
Well, I succeeded to blow up Qmle, as I suspected.
After splitting the 240 frames into parts of 40 it worked out after kicking the expected error.
I won't add a gif file as my homepage gets truncked, so here's the file.
http://members.home.nl/gimli/azimuth.zip
My zipfile came back corrupted.
Hope this one will do.
Hr Model Skin
#300 posted by madfox on 2012/04/28 08:31:16
How can I use high resolution texture on models?
I placed them in the id directory with the others
but it don't appear in game.
Brush texture are 256x256, but how does it go for the skinfile for a model?
I tried model.mdl_0.tga on 256x256 but it hust glidges.
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