General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12520514 views, last view: 11/01/2024 17:24 |
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#10967: MinGW vs. Visual Studio, |
by wwwazzup
on 07/19/2008 20:25
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When i am compiling with MinGW the files gets twice as big as Visual Studio compiled ones, why is that? and how do i make them about the same size?
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#10968: MinGW vs. Visual Studio, |
by wwwazzup
on 07/19/2008 20:25
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When i am compiling with MinGW the files gets twice as big as Visual Studio compiled ones, why is that? and how do i make them about the same size?
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#10969: Help |
by Titanic12ship
on 07/19/2008 21:41
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Any help on .obj files??? How to load them?? The docs aren't providing enough info.
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#10970: Re: Help |
by tentus_
on 07/19/2008 21:48, refers to #10969
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The Wavefront OBJ format is configured almost identically to how MD3s are used in Sauerbraten. The only differences are that OBJ specific commands are prefixed with "obj" instead of "md3" (i.e. "objskin" instead of "md3skin") which are specified in "obj.cfg" instead of "md3.cfg", it looks for "tris.obj" instead of "tris.md3" by default, and there is no support for animation ("objanim") or linking ("objlink"). Group names are used to identify meshes within the model.
Or in short, choose an existing md3 model, and start swapping out 'md3' for 'obj'. Magic.
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#10971: Re: Help |
by Titanic12ship
on 07/19/2008 22:17, refers to #10970
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well i changed all the "md3"s to "obj"s and loaded the mapmodel. All that happened was an ent box for it appeared. What am I doing wrong? Do you have to start with an md3 and then change it to an obj?
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#10972: Re: Help |
by tentus_
on 07/19/2008 23:18, refers to #10971
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We could use some extra information, beyond just the symptoms. Reread http://sauerbraten.org/docs/models.html , and then post your cfg if you're still having problems. Be sure to mention what modeler you used too- it might be that you have an invalid file.
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#10973: Re: Help |
by Titanic12ship
on 07/19/2008 23:24, refers to #10972
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I didn't use a modeler. I used the "writeobj" command in Sauer.
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#10974: Re: Help |
by SheeEttin
on 07/19/2008 23:38, refers to #10972
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Just tried to load an OBJ model myself, and it made me realize just how out-of-date the docs are... The MD3 model-loading commands aren't in there either! :(
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#10975: Re: Help |
by SheeEttin
on 07/20/2008 05:01, refers to #10975
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...
I was looking for something like that for quite some time...
It'd probably be a good idea to link to that somewhere... I grepped the docs for "models.html" and got three relevant results: two non-link mentions in history.html and one non-link mention in the Blender animated MD3 export how-to in the static wiki.
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#10976: Re: Help |
by tman_elite
on 07/20/2008 05:10, refers to #10975
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Apparently the online main page is a little outdated. The readme in the sauerbraten directory links to it.
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#10977: Rotating models. |
by jockmo47
on 07/20/2008 10:33
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I can\'t figure out how to rotate a model in a direction other than the default axis. Basically, instead of the chair spinning in circles, I want to flip it upside down. How can I do this?
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#10978: Re: Rotating models. |
by steve_e
on 07/20/2008 12:56, refers to #10977
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You can't - it only spins on the Z axis
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#10979: Re: Help |
by Titanic12ship
on 07/20/2008 15:04, refers to #10975
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I STILL can't load the mapmodel. What am I doing wrong??? I changed everything that was md3 to obj and it still won't load!
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#10980: Unichrome vs. Sauerbraten |
by cadde
on 07/20/2008 18:58
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Hi!
I got a problem running sauerbraten on my notebook, think its beacause of that damn S3/unichrome Pro IGP card.
I can start the game, but my weapons are shown broken, when it comes to a fight with monsters my system brakes down and I have to restart windows.
Could anybody please tell me, what I can do to fix this, and by the way, I'm not good in DOS.
A before I forget:
It's Windows XP SP2
videocard: S3 Unichrome pro IGP 64mb ram
thx a lot
cadde
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#10981: Message censored by administrator |
by {Qs}Homicidal
on 07/20/2008 19:59
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#10982: Re: @cadde |
by cadde
on 07/20/2008 21:30, refers to #10981
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Thanks thought you would say that...
:((
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#10983: Rendering sprites |
by SSG
on 07/21/2008 15:02
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I have a need to render sprites using the Sauerbraten engine. These sprites would move around just as any model would. But I can't use a model as a sprite (ie. a texture mapped quad) because I need to animate it which would involve changing the texture all the time. Is there any existing functionality that might achieve this? Or might one have an idea how this could be done?
In replying, please assume I'm reasonably clued up on C++, but a complete Sauerbraten and OpenGL noob.
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#10984: car racing using Sauerbraten engine? |
by rafale_05
on 07/21/2008 15:31
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just a few days ago my lecturer asking me to develop a racing game using Sauerbraten engine.....
i know that Sauerbraten are used for fps.. but can it actually used to develop a racing game?
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#10985: Re: car racing using Sauerbraten engine? |
by tentus_
on 07/21/2008 16:23, refers to #10984
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Yes. There was once a cart project in Sauermod, if I remember correctly, with a semi-playable demo. You could always look it up and get your ideas from there.
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#10986: Re: Rendering sprites |
by Julius
on 07/21/2008 20:23, refers to #10983
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Write a shader that swaps the textures on the texture mapped quad
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