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.
Right
#7195 posted by R.P.G. on 2005/02/18 11:31:13
I'll wait for the alcohol to wear off if you don't mind, though.
You're All Evil
#7196 posted by Zwiffle on 2005/02/18 14:04:10
Well, scampie's the only evil one, and czg is evil only maybe half the time. The rest of you are cool. Vondur for globular recognition!
Avi Capture From Quake
IIRC, there is/was/used to be an engine called trr-quake that had some form of avi capture, i think it ouput each frame to a screenshot or alternately converted .dem to .avi. something like that, was quite the system hog though :P
Well
#7198 posted by R.P.G. on 2005/02/18 14:43:17
Panquake has an option to output each frame to .avi which you can then render in .avi.
Mwh
#7199 posted by HeadThump on 2005/02/18 15:50:26
I was actually trying to get it straight in my own head how it could be done. Sorry if I sounded like a DICK.
Hey, that is two apologies in one evening; damn I'm good at being contrite.
Constantine
#7200 posted by Lunaran on 2005/02/18 20:46:22
Everyone here should see this movie. Critics might be saying average things but they're all fat men who wear ties every day. I felt it did an excellent job of establishing a heaven/hell mythology, and all the trappings of water and crosses and catholicism, and then using it to take the movie to places and in directions that you can't predict, but make sense. And it was awesome.
It has the effect of really making you feel you're experiencing something entirely new, both as a story and as a world, to the point that you don't notice when it stops "helping" you with the subtle explanations and continues doing crazy shit.
Func_crate
#7201 posted by cyBeAr on 2005/02/19 04:22:16
looks to clean - bleh
#7202 posted by wrath on 2005/02/19 06:39:36
bring back floyd.
Re: Func_crate
#7203 posted by R.P.G. on 2005/02/19 07:28:10
Since the Site Help thread is where people are talking about how much they like the new logo, I'll keep to the current convention and post my negative feedback here.
The crate: Too clean, colors look weird, not enough detail. It looks like plastic instead of wood. :/
Furthermore, despite how cool I think Floyd is, I agree that he's not the most relevant icon to have in the logo. However, his colors and details certainly fit in better.
Floyd
#7204 posted by wrath on 2005/02/19 07:39:58
is as relevant as a wooden box.
the whole crate thing is an in-joke to begin with, so why not have something a little bit personal and fun?
anyway, not my board, durr bluh. armchair art directing.
Love The Crate
#7205 posted by HeadThump on 2005/02/19 08:15:29
Floyd always seemed too needy and eager to please with that slinky walk thing he was doing and the 'oh, don't I remind you of 50's Sci-Fi kitsch' vibe just doesn't fo it.
Crate rules!
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