General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12355068 views, last view: 10/07/2024 07:14 |
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#10036: .. |
by ezombie
on 01/29/2008 17:56
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Ahh... the 'feet snapping' is not a function of the model format. But it does typically require a format that support skeletal animations (and since doom3 uses the md5 format, this is the case)
It is a function of the engine. You could theoretically do this (collision avoidance through skeletal manipulation) with ALL the limbs. So that walking right along side a wall causes your arm to tuck in a bit.
/rant on
But like you said, it's not just simple offsetting an animation, it's using a form of kinematics to 'adjust' a whole portion of the stored animation. There is a surprising amount of work for just that little feature, and unless you are on a very steep slope, it is barely noticeable while playing.
And people wonder why games these days are such resource hogs, without being that much nicer to play. So many uneeded bits totally unrelated to gameplay. You get enough of them, and you can almost double the CPU/GPU requirements of a game, while barely affecting the actual gameplay experience at all.
/rant off
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#10037: .. |
by Julius
on 01/29/2008 18:54
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Sure I agree it isn't really needed and definitly isn't very rescource friendly (otherwise... there are plenty of people capping at 200fps in SB :p )
But IK cannot be sole an engine feature as the skelletal data needed for it has to be stored in the md5 also AFAIK, thus I was simply asking if that feature of the md5 format was supported also.
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#10038: .. |
by ezombie
on 01/29/2008 19:13
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Oh yes... the only way to animate an md5 model is with a skeleton of some source IIRC. An md5 model is actually TWO or more files. There is no *.md5 file (that is already used by another program, actually)
There is an .md5mesh (mesh & skeleton) and .md5anim (animation sequences) file, along with one or more texture files and a config file. These are all plain text files besides the textures. See how nicely it fits in with how Sauerbraten implements models anyways?
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#10039: .. |
by Julius
on 01/29/2008 19:22
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Ehh we seems to mean the same thing... and I do know how the md5 format works ;)
All I wanted to express is that for IK to work someone has to set up an IK chain that is stored in the file format, thus it isn't entirely done by the engine.
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#10040: .. |
by ezombie
on 01/29/2008 19:36
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Actually, doom3 only uses some key/value pairs from the model to implement IK:
"Doom uses an IK system though in the game to place a character's feet on the ground. The IK does not get setup by you though, it's coded in and all you do is specify which bone represent which body part and stuff like that. It's still your animation being played back but the IK will make sure the feet are on the ground even walking down steps or slopes or whatever."
http://www.iddevnet.com/doom3/walkik.php
And the md5 format does not currently have IK:
"For md5mesh output, you need to use armature animation. It does not matter which IK setup you use to help with animation, as it is anyways *not* exported to the md5mesh file. You can setup an IK to help design your animation, but depending on your IK setup you might need to bake the animation before exporting it."
The md5anim file is merely a set of bone coordinate sequences.
So they would have to add IK generation code in the engine to do have IK functionality.
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#10041: how do i get it? |
by duftnich03
on 01/29/2008 20:25
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how do you download it i click on the download link which takes me to another site and then when i try to download it seays read the files first and if i download any of them them they dont work... im using vista premium any help?
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#10042: .. |
by Julius
on 01/29/2008 21:12
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I stand corrected than. Thanks for the infos.
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#10043: Re: how do i get it? |
by MeatROme
on 01/30/2008 08:25, refers to #10041
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If you're talking about Sauerbraten ... maybe this helps you:
http://cube.wikispaces.com/Beginners+Guide#tocBeginners%20Guide4
Else : be more specific
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#10044: Re: how do i get it? |
by duftnich03
on 01/30/2008 10:09, refers to #10043
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I was talking about sauerbraten and thank you I am downloading the Win32 file assasin edition as before, and will follow the unpacking method onto my laptop. If I have any problems I will come back, cheers!
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#10045: uploading a map to server |
by poroc
on 01/31/2008 14:06
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Hi all. Hows things?
I would like to upload a map to server so i can play on it with my pals but i have no idea on how to do this.
The map is a cube 1 map.
I have tried to creat a profile with quadropolis but for some reason after numerous attempts it doesnt work.
Is everything ok over there guys?
I would like to know if there is another way to do this.
Im not sure even if quadropolis is the server.
Opinions.
Thanks in advance.
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#10046: Re: uploading a map to server |
by MeatROme
on 01/31/2008 18:21, refers to #10045
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quadropolis is the right place to share a map with the community.
At times uploads do seem to offer some .. difficulties .. but it usually works out, at the latest if you repeatedly "edit" the node to complete it with the appropriate file and screenshot.
Screenshots often seem to fail because people do not read the limitations applied to them - as stated beneath the appropriate field in the upload form.
If your map only contains a CGZ (no CFG) then you can simply vote into editmode on any server, then "/sendmap" and all others just need to "/getmap".
With a CFG (and indeed any additional files required) your best bet is a ZIP containing everything and passing that to your friends (via webspace or email).
For quadropolis (and even your "private" disseminations) you should read
http://www.quadropolis.us/node/226 (the packaging guide).
HTH
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#10047: Heightmap don't works!!! |
by Q009
on 01/31/2008 19:09
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I can't use height map. I see:
unknown command: hmapctrl
unknown command: hmapaddtex
Pls, help.
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#10048: Savign issues |
by Shaleblade
on 02/01/2008 01:02
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I feel badly for asking such a stupid question, but I can't seem to find an answer to such an easy question.
When I save a map, I am unsure how to get it back. Going to Editing, and going to the option MapOp, and even though I typed /Savemap (name here), It just returns me to the default map D:.
So much for some of the work I did...
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#10049: Re: Savign issues |
by JadeMatrix
on 02/01/2008 01:19, refers to #10048
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/map mapnamehere should load the map you created.
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#10050: Re: Savign issues |
by poroc
on 02/01/2008 03:41, refers to #10048
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I would like to help here.
Just browse through the folders too packages then base and see if your mapname is there - it should end in .cgz
Going to the mapop menu will load temp.cgz only.
If in doubt, move current temp.cgz file to desktop then just rename your map (in cube-packages-base) too temp.cgz then load it with mapop.
:)
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#10051: Heightmap don't works!!! |
by Q009
on 02/01/2008 12:07
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I can't use height map. I see:
unknown command: hmapctrl
unknown command: hmapaddtex
Pls, help.
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#10052: Help I want to edit with a friend |
by Edd722
on 02/01/2008 19:33
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I want to setup a editable map to play with a friend, I read the documentation but I don't understood anything of it, is there a way to set up an editable map via tcp/ip?
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#10053: Re: Help I want to edit with a friend |
by SheeEttin
on 02/01/2008 21:19, refers to #10052
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Coopedit.
Make/join a server, set mode to 1, and load the map.
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#10054: Lost Monsters |
by sbk10b
on 02/02/2008 00:20
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Background: I'm a relative newbie, not really a gamer, but
Sauerbraten has really taken hold of me. I like the DMSP games,
not so much the SP ones. I only play single player. I'm not
that good, usually play at the default level but have gone up to
5 or 6; at 10 it's ridiculous, I get killed instantly. At first
I was using the Saeurbraten 2007-08-29 summer edition but a week
or two ago installed the current 12/24 Assassin edition (on
Windows XP).
Why do monsters get lost, and how do you find them? Near the end
of a game, sometimes the last monster can't be found
(occasionally it might be a couple monsters).
Even though I don't want to edit maps, I found that pressing E
lets me look anywhere. With this, most of the time I can find a
monster hidden in some inaccessible place like inside a wall or
on top or even the sheer external side of an entire complex.
When this happens, I've found no way to complete the game - no
way to kill that last hidden monster. All I can do is die and
play again, which is irritating.
Some games do it more than others. The ones I've noticed it most
with are katrez_d, ksauer1, and DM_BS1. But it has also happened
with paradigm, oasis, stemple, ogrosupply, and others.
It can take me minutes to find a lost monster this way. Is there
some key/command to locate/spotlight the monsters in a map? If
not, is there a plan to add such?
Is this a problem with the gaming engine or the particular game?
How do bugs like this get fixed? Is there some workaround?
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#10055: .. |
by smartalco
on 02/02/2008 01:29
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more then likely its just a map bug, possibly wasn't a problem until the latest release
you should really come online and play, I can't beat the single player maps on default and I still play online, its more fun with /actual/ intelligence
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