This Is From MHQuake Readme
#7170 posted by HeadThump on 2005/02/17 15:03:09
Texture upsizing
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All map textures are upsized to twice their standard size, then filtered by a pixel interpolation algorithm
to remove blockiness. This should improve the view at a distance as well as provide more detail close up. It
does not look absolutely perfect on some textures. Update: new algorithm in place, looks much better.
Avi Capturing In Quake
#7171 posted by necros on 2005/02/17 15:23:26
afaik, DP doesn't support avi capturing (which is too bad as that was the engine i would have liked it on)
are there any engines out there that can capture avi videos and:
-have support for extra edicts and such to not get packet overflow
-can record demos with lots of entities and not get the wierd jittery effect
-increased sound channels to handles lots of sounds without cutting off (dp and aguire's engine have this)
-have model interpolation
-have similar graphical effects as DP (ie: realtime shadows and proper coloured lighting and not the type that gets washed out with lots of intensity; sorry, don't know the technical term for this)
mhquake, as i said looks terrible and doesn't have extra sound channels
joequake looks pretty, has model interp, but gets packet overflow
q2k4 is pretty good, but records jittery demos so entities shake and vibrate when playing back demos for capturing, plus it doesn't look very pretty.
are these the only engines with avi capturing?
are there other methods to capture demo files into avi video with engines that don't support it? (like DP)
I Have The Files For
#7172 posted by HeadThump on 2005/02/17 15:36:30
AVI capture. I'll me see if I can patch my DP source. Be right back.
Dark Places, Unfortunately
#7173 posted by HeadThump on 2005/02/17 16:04:59
has stripped out a few of the files that are modified for the code (specifically snd_dma.c and gl_screen.c. What I have is avi capture from Anthony of Quake Done Quick. It is good code that I have used in the past for machinima production.
Perhaps Tomaz would be worth a shot. If you are interested in the patch source I'll email it. It isn't available on QDQ.
For Lunaran:
#7174 posted by Anonymous on 2005/02/17 18:02:59
The moon is up, the moon is up!
The larks begin to fly,
And, like a drowsy buttercup,
Dark Phoebus skims the sky,
The elephant, with cheerful voice,
Sings blithely on the spray;
The bats and beetles all rejoice,
Then let me, too, be gay.
I would I were a porcupine,
And wore a peacock's tail;
To-morrow, if the moon but shine,
Perchance I'll be a whale.
Then let me be, like the cauliflower,
Be merry while I may,
And, ere there comes a sunny hour
To cloud my heart, be gay!
Hm...
#7175 posted by necros on 2005/02/17 18:07:51
i don't suppose you would know how to do it? it is hard? takes long? i don't know jack shit about engine coding. :P
and are you saying tomaz quake has avi capture support or that it would be worth trying to modify it to support avi capture... if the latter, then i refer you to my first paragraph. :P
Happy?
#7176 posted by Lunaran on 2005/02/17 19:20:00
Then let me, too, be gay.
I'm not searching for your fucking IP.
Yeap, The Later
#7177 posted by HeadThump on 2005/02/17 19:21:57
I'll check the source out. If the files are not too heavily modified as to create serious incompatibilaty with WinQuake, I can do it. It's a cut and paste job, no different from adding code to QuakeC.
I'll download Tomaz and check the code out.
Thanks, HT
#7178 posted by necros on 2005/02/17 20:03:21
but it needs to be DP... i've checked in TQ, and (as odd as it sounds) i start to 'lag' out of my own game... (the net icon appears and i can't move) funniest engine i've seen so far. :P
why exactly is it a problem that files are stripped out of DP? can't you just stick them back in? or am i just showing my ignorance here? :P
Anonymous
#7179 posted by starbuck on 2005/02/17 20:24:18
that was an awesome poem. Lunaran, lighten up.
That Is A Bit Odd About Tomaz
#7180 posted by HeadThump on 2005/02/17 22:26:22
I have always liked its speed and stabilaty.
From looking over the snd_dma.c code (I'm doing some guessing from inferring the function instructions) is most likely the code that samples the 8 bit sound files and 'fakes' stereo sound. It looks like redundant code when compared to what Lord Havoc has added to new files like snd_ogg.c, snd_win.c and such.
I'll see if there is anywhere I can hook Anthony's code into this; I haven't spoken to him in nearly two years but we were on good terms then, so it shouldn't be a big deal for me to ask him.
Btw,
#7181 posted by HeadThump on 2005/02/17 22:38:44
it was Tenebrae I originaly patched it for shortly after the Tenebrae team fixed the demo compatabilaty around the time of Qexpo.
Heh..
#7182 posted by . on 2005/02/17 23:19:50
Necros,
#7183 posted by HeadThump on 2005/02/18 00:26:48
you know what would be even more cool than simply having the demo function spit out frames to a divx codec like I am attempting here? Hooking Dark Places up to a ray tracer like Yafray http://www.yafray.org/ to render each frame of a demo and then compiling it into a movie format.
*cough, I use that word even after getting 100+ errors in my first compile attempt -- the gall!
O_o
#7184 posted by necros on 2005/02/18 00:31:53
ok... um... let's keep this simple. O_o
yeah, simple. these things are too much to wrap my mind around.
Simply*
#7185 posted by HeadThump on 2005/02/18 00:38:41
Lol
#7186 posted by HeadThump on 2005/02/18 00:47:06
I see you
did not have to point it out
I Think Necros Might Want His Avi Before The Sun Explodes
#7187 posted by mwh on 2005/02/18 00:51:52
or has yafray gotten much quicker recently?
That said, if anyone knows how to go .dem -> blender animation, I'm very interested.
Replace 'You' With 'I'
#7188 posted by HeadThump on 2005/02/18 00:52:51
suprised that didn't double post. Its late. I'm going to bed.
Wow
#7189 posted by HeadThump on 2005/02/18 01:01:05
that would be quite a difficult task as well. A .dem file is an index of all of the media elements in the game, storing the placement of all of the players and entities (and gui elements) on a per frame basis. At minimum, you would have to be able to import Quake I .bsp, .mdl, .spr and sound formats and then run the .dem file through an .xml parser that you set via Blender's native Python scripting.
Uh, Yes, I Know
#7190 posted by mwh on 2005/02/18 01:17:15
I have converted .dems to .ls files with lmpc, hacked them in a text editor and gone back, so I have some appreciation for a dem file :)
There exist Python scripts to import (I think) quake 3 .bsps into blender. Maybe .mdls, too, so some of the pieces are there. The task probably isn't that hard in some sense, just fiddly and complicated in a way that makes me not want to be the one to do it :)
Well...
#7191 posted by metlslime on 2005/02/18 01:34:56
Not exactly. A better description would be that it stores whatever the client recieves from the server each frame. That's why refilming demos in third person is sometimes annoying becuase anything outside of the player's PVS isn't recorded.
R.P.G.
#7192 posted by PuLSaR on 2005/02/18 09:15:59
Did you get my email with sm82?
PuLSaR
#7193 posted by R.P.G. on 2005/02/18 11:20:57
Yes, I did. Sorry for not responding. I didn't get the e-mail until several hours after you sent it, and I didn't have time to play it then.
That's Fine
#7194 posted by PuLSaR on 2005/02/18 11:27:29
I leaved without getting your reply and was wondering if you received it.
I'm far from comp now, so now it's your turn. Go finish it.
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