|
Sad News
#4626 posted by aguirRe on 2006/01/03 16:25:03
The reliable and also last known mirror of planetquake is now gone. ftp.sunet.se's idgames2 archive has been permanently deleted.
There are still some other idgames2 mirrors, but with far less content.
Goddammit
#4627 posted by Spirit on 2006/01/04 01:00:12
That's not true. How come sunet had more content than other idgames2 mirrors? I mean mirror is mirror after all.
I will try to contact them and get a mirror of sunet idgames2 at Quaddicted. At least as much as I can squeeze on my space :)
WAH!
#4628 posted by . on 2006/01/04 13:59:26
Sunset.se is the best mirror in my experience - where other's faltered, SUNET.SE STOOD ERECT!
ATTN Compiler Dudes
#4629 posted by czg on 2006/01/06 10:51:54
Have the old -threads switches on the compiler utils been ripped out?
Now that I'm on a dual CPU system, it would be nice to be able to take advantage of it...
(Right now the compile won't use more than 50% CPU.)
They've Never
#4630 posted by aguirRe on 2006/01/06 15:16:04
worked in Win32, only alpha (unix). I just removed the options.
Oh Blah
#4631 posted by czg on 2006/01/06 15:30:06
Still, I figured I could set it to run on realtime and still have windows be responsive since it only runs on one CPU anyway.
Not sure if it makes it go any faster though...
I Wouldn't
#4632 posted by aguirRe on 2006/01/06 16:02:42
recommend that. You won't gain anything if you don't have other CPU-intensive processes running. And in that case, it's better to terminate them or set them to lower priority.
You could however run vis/light for two different maps simultaneously if you can specify thread affinity (i.e. manually select CPU for each thread) at startup.
Well Yeah That's An Idea
#4633 posted by czg on 2006/01/06 16:48:15
Too bad I'm not that multitasking. :/
Perhaps I could try to run vis and light for the same map at the same time...........
Perhaps if I made separate copies of the bsp for each process and then made some small prog to merge the visdata/lightdata lumps into one bsp...
Models . .
#4634 posted by ijed on 2006/01/07 07:35:13
cheers, working on a monster now 3dsmax5 (until I "aqcuire" v8) and using qME - everything seems pretty straightforward, I�ve even managed to use unwrap texture properly and create a photoshop 256 .bmp for import (even though the skin painter in qME seems adequete).
>>watch this space for critical newb help errors<< ;)
Gmaxed Out...
#4635 posted by generic on 2006/01/07 09:06:33
According to the website:
As of October 6, 2005, Autodesk will no longer offer Gmax� software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk� 3ds Max� software.
GMax
#4636 posted by R.P.G. on 2006/01/07 09:24:26
I still have gmaxinst_1-1.exe 20.5 mb.
Spiders
#4637 posted by Mike Woodham on 2006/01/07 11:17:44
Does anyone know of a good spider model for Q1. I have seen Willy the Spider but it's a bit too cartooney for my taste.
Perhaps like the D3 spiders?
Marcher Fortress / SHIT!
#4638 posted by ijed on 2006/01/07 11:48:16
Mike - for SP the spiders in The Marcher Fortress by Ben are very nicely done, animated etc. download the map at www.quaddicted.com, but be sure to ask his permission first.
As to the use of unwrap texture - I goofed. It doesn�t work. I spent a couple of hours getting the UVW�s just right and then in qME it applied a basic x-axis planar map - ? is this a limitation of quake or qME? I ask because the UVW�s are a flat picture - is it that the engine can only render one channel per element / singular object? The UVW�s I set up were 8 seperate texture maps inside a single map (if that makes sense) but I know the base models in Quake have different maps within the same one for single objects (EG. the ranger�s, axe, muzzle flare and body are all seperately skinned).
If this is the only way to do it I may spilt the arms, legs etc into seperate entities and cap them so the join can�t be seen - a few extra polys for a much cleaner & detailed skin.
Mike...
#4639 posted by generic on 2006/01/07 11:49:28
Kinn used the Hexen 2 spiders in Marcher and they seemed to work just fine :)
Spider
#4640 posted by madfox on 2006/01/07 11:54:04
cheque "the plumber" level on quaddicted.
it has a progs file with a spider and a snakeman mdl. of course you should give a word to the author.
Preserving UVW Maps
#4641 posted by Preach on 2006/01/07 12:17:53
You can get a model with proper UV maps, if you use quark to convert it from Q2/Q3 model format to mdl. Any tools to export models to md2 or md3 should preserve the UV maps correctly, whereas no other Q1 tool does to the best of my knowledge. Quark essentially does this by splitting up the model on all the UV seams, so that in theory you could deform the model into the "pose" of the UV map, and then planar map that frame.
Because the quake model format rounds all the vertices onto a grid of 256x256x256, the seams aren't visible as all the verts on the joins snap to the same point. Of course, if you did further animation in qme, it would be possible to break the model apart at the seams, so take care when doing this or do all the animation prior to the conversion.
One thing you will have to do is consolodate all of your texture maps into one image file before you start this process, Q1 has no support for multiple maps on a single model. I'm not sure if that's what you mean by 8 seperate maps inside a single map, but as long as all 8 maps are on the same image(in the same way that ranger has the axe and gun on the same image as the body) then conversion is possible.
People, I Have A Confession To Make
#4642 posted by czg on 2006/01/07 12:38:25
I failed my calculus 1 & 2 classes.
I've got the following line of text
"BRUSH_PLANE_0" "3, 0, 0, 1, -160, CITY3_4, 0, 0,0, 0, 1,1" *)
which defines a brush face by giving the normal of the face (0,0,1) and the distance (-160) to it.
I need to convert it to a quake style face which should be looking like this
( -256 -128 160 ) ( -224 -128 160 ) ( -224 -384 160 ) CITY3_4 0 0 0 1.000000 1.000000
where it is defined by three points on the plane.
Now, I could probably use Google, I could sure as hell phone my mom and ask her to send me my old calculus textbook, I could also ask some of the professional math people at this establishment, but dangit, I'll ask you guys first.
Could you please help me with some mathematics for converting (0,0,1) -160 into (-256,-128,160) (-224,-128,160) (-224,-384,160)?
I'm not a complete moron when it comes to vector maths, I know a little bit about a lot of bits, but I have no idea how to put them together.
I would love if someone could just at least point me in the right direction of what I should be looking for.
Also I notice in the quake map format that the three points that are selected seem to be vertices on the brush. I guess this is not important, but perhaps it is easier to figure out the points that way? (I'm shooting in the dark, doom comic style, here people!)
*) I don't know what the first '3' or what the first '0' after the texture name means. They are 3 and 0 throughout the entire file. Maybe something like surface flags or whatever. I've ignored them anyway.
Spides
#4643 posted by Mike Woodham on 2006/01/07 14:05:34
Thanks for the info ijed, madfox and generic.
Preach
#4644 posted by ijed on 2006/01/07 14:15:31
ok cheers, I�ll give it a try. I�m using Max and photoshop and qME only as a converter so there shouldn�t be a problem. oye, I meant a single texture map with multiple pictures inside it mapped onto the different models / objects . . . I�ve studied this stuff and I still don�t know the terminology :/
Czg
#4645 posted by aguirRe on 2006/01/07 14:57:51
Take a look at http://www.gamers.org/dEngine/quake/QDP/QPrimer.html
In your case, you have a plane normal in positive z-direction positioned at z=-160. You just need three points on that plane that don't line up and are arranged clockwise (I think) so the normal points in positive z-direction, something like:
(1, 0, -160) (0, 1, -160) (-1, 0, -160)
Btw, the three points don't need to be vertices in the brush and AFAIK seldom are.
More Spiders
#4646 posted by Mike Woodham on 2006/01/07 16:07:10
Has any got a working link to Requiem's Redback Spider?
CZG
#4647 posted by than on 2006/01/07 19:35:54
I thought that the way Quake worked is that you needed all the planes that define a convex volume (i.e. a brush) to be able to resolve the Quake .map face definitions? You need to find the intersections of the planes to get the vertices - which is why you can't define a concave volume with a brush.
I don't really know much about this, but I wrote a .map compiler for the game I wrote at uni, which did pretty much exactly what you want (I think). It converted .map planes into polys/tris strips easily renderable by OpenGL.
Can't explain the maths, because I have completely forgotten it, but I still have the source if you are interested.
Actually, I just looked at the source, and don't understand it at all. Don't know how I wrote it :(
What are you trying to do anyway?
Aha, Maybe This!
#4648 posted by than on 2006/01/07 19:51:26
Here is the function I found. Sorry if it doesn't render correctly:
bool LdfCompiler::getPlaneIntersection(CPlane& a, CPlane& b, CPlane& c, CVector& v)
{
//if denom is 0, then the planes are parallel (hence no intersection can be found between them)
float denom = CVector::dotProduct(a.n, CVector::crossProduct(b.n, c.n));
if(denom == 0) return 0;
//calculate intersection point
v = (a.d * (CVector::crossProduct(b.n, c.n))
+b.d * (CVector::crossProduct(c.n, a.n))
+c.d * (CVector::crossProduct(a.n, b.n)))
/ denom;
return 1;
}
The function takes 3 planes and a reference to a vector. The planes are resolved to calculate a point and the point is stored in the vector. The other functions called are functions of the vector class I implemented and should be pretty obvious.
LDF is the map format I used for my game. It stands for Level Definition Format. Amazing!
I might have missed what you are looking for completely, but I hope this helps.
I got the maths from a textbook called real-time rendering I think. There is also a really good Half-life format map compiler writing guide that I used for sorting out some problems I had, but I don't know if I still have it.... it is possible. Email me if this sounds helpful.
Er
#4649 posted by than on 2006/01/08 01:30:32
don't bother emailing, since I haven't put it on my website or here or anything. Just post in here again.
Anyway, you need three planes to get one vertex. You need all the planes of a brush to be able to get all the vertices. I think there can be certain cases where a vertex can be defined twice by two or more different sets of planes (not sure of this though) so if you want to convert a brush into tris for some reason, you might need to check all the vertices are different.
Also, since I am a shit coder and my maths is crappy, the function I posted is probably less than optimal.
"Maths"
#4650 posted by . on 2006/01/08 04:00:27
WTF? Math.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|