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.
Skin Limits
#301 posted by sock on 2012/04/28 10:07:57
Is there a desired format for the dimension of a Q1 MDL skin? Are they suppose to be powers of 2? I looked through some of the ID skins and they are all strange sizes, does it matter the size of the skin?
Skinsize
#302 posted by madfox on 2012/04/28 10:18:41
What Qmle concerns the skinfile compares to the first imported file from base. Sometimes it is square or rectangle. General is the with that considders to go to limits like 308 x 264.
I always scale this up to a factor 480 x (>480), as this is the maximum skinsize before Fitzquake stops the game.
There are other ways to obtain a larger file, which is just the same problem I'm struggling with.
I'm accostumed to qmle, and sadly this has bad UV wrappers, in fact not.
So as long as you use 480 x (the desired compare) you are safe.
Skinsize
#303 posted by Preach on 2012/04/28 10:50:27
The ID skins are bad examples to follow, as they were created before graphics accelerators existed. Graphics cards expect power-of-2 skin sizes. The way that GLquake copes with this is to rescale all the skins to the nearest power-of-2 size first, which causes some distortion/smearing.
Fitzquake does the more sensible thing and pads the skin with blank space to increase its size to the next power-of-2, but that's still a waste of texture memory you could have used for your own skin. So stick to the standard powers-of-2 approach for best quality.
Footnote: DOSquake has an extra restriction on skins, that they can't be more than 200 pixels high (although they can be as wide as you like). Since that would constrain you to 128 height, I'd advise just not caring that DOSquake can't load the file, I don't think it's bothered anyone else this side of the millenium...
Madfox
#304 posted by necros on 2012/04/28 19:03:37
external model textures go in the progs directory. make sure the engine you use supports external model textures, of course.
FYI
#305 posted by sock on 2012/04/28 20:29:44
If you are using noesis for model conversion, I found that if you have UV points on the edge of the skin they are corrupted when converting to Q1 MDL format. I have tried to contact the author to see if the program can be changed but not much luck.
#306 posted by necros on 2012/04/28 20:42:00
speaking of edges on the skin, and someone please correct me if i'm wrong:
make sure the top left pixel of the skin texture is not a colour that is used on the visible parts of the skin itself or black.
some engines replace the colour of the pixel in the top left corner with black and every other pixel that shared that colour.
or something like that.
Yup
#307 posted by Preach on 2012/04/28 20:55:56
It's like a bucket fill in 'paint', replaces the top left corner and all the pixels of the same colour which form a contiguous block. This has caused me a great deal of pain trying to figure out why a model I rendered with a single-colour skin was coming out solid black...
HR Resolution On Models
#308 posted by madfox on 2012/04/28 21:11:08
I can't make it fit. I have the HR texture pak in ID1/textures and the brushes appear well in Fitzquake085.
Now I have the model.mdl that I want to give a high resolution texture.
First of all the skinfile in QMLE is bound to 480x126 and 256 colours and named model.bmp.
I'm looking for a way to add the HR skinfile.
Placing the same skinfile on 16M colours in the texture directory won't help as I keep getting the old 256 skinfile.
I can change the name to model.mdl_0.tga with no effect
I can't change that as my knowhow of Max Gmax doesn't supply.
RTFM won't help a lot as I tried all I could.
What am I dong wrong?
#309 posted by necros on 2012/04/28 21:21:17
read post 304 again, model replacement textures go in the progs directory.
model.mdl_0.tga is the correct naming convention.
Wait
#310 posted by madfox on 2012/04/28 22:14:08
Let's explain more,
C:\Quake\ID1\textures is my HR dir, I changed it into
C:\Quake\ID1\progs\model.mdl_0.tga with all other HR tex.
My model.mdl is in C:\Quake\TmpQuark\progs with the progs.dat
In Quark6.3 I can go into game with the normal HR brushes but the model itself stays in the same 256 mode.
I know I'm going astray somewhere, but this problem holds me for a long time now.
#311 posted by necros on 2012/04/28 22:17:42
first, if you're working in a mod directory, you should put all your assets into that directory. you should never be adding mod assets into the id1 directory.
that said, what engine are you using? i know FQ and QS do not support external model textures.
#312 posted by madfox on 2012/04/28 23:02:08
In post #299 is a download model of a globe.
I use this mdl to create a turning skybox.
The model isn't perfekt as I still have the two poles having glidges.
So I'm restraining 2x 240 frames to get a perfekt turning skybox.
It's a bit fast, but almost compares the animating sky.
*v*
So it�s not excakt a mod, more an addon.
I�m using Fitzquake0.85 and in my ID1 is only the 2 Pak files.
C:\Quake\maps
.\textures
.\gfx
.\glquake
For this kind of work I compile in a subdirectory and place all atributes to the TmpQuark directory.
TmpQuark\maps
.\progs\
.\sounds
the recompiled progs.dat goes into the TmpQuark directory so I can test it from Quark6.3.So I wonder where I could place the model texture.
#313 posted by necros on 2012/04/28 23:46:10
I�m using Fitzquake0.85
That is your problem. FQ doesn't support external textures on models.
#314 posted by madfox on 2012/04/28 23:59:40
How do I obtain that?
DarkPlaces, JoeQuake, or what engine then?
No complain about Fitzquake, but I thought there might be a hack.
#315 posted by necros on 2012/04/29 01:35:58
i'm sure DP does, and i know rmqe does.
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