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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12354771 views, last view: 10/07/2024 05:28 |
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#9325: a weird glitch in edit mode |
by twoot
on 10/21/2007 08:36
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every time i try to edit in sauer now i get this realy werid looking glitch that i didnt get on any other computer. its like there is a particle strobe light turned on and following me arround how do i fix this????
heres a screen
http://www.freewebs.com/twoot/screenshot_30693.jpg
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#9326: Re: a weird glitch in edit mode |
by Quin
on 10/21/2007 16:23, refers to #9325
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Try changing your Z-buffer depth, on the command line run sauer with the '-z24' or '-z16'.
All else fails, Wiki FAQ; http://cube.wikispaces.com/FAQ
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#9327: screen width and height |
by streamer
on 10/22/2007 12:09
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How can I resize visible portion of rendered screen? i.e. if my resolution is 1024x768 I want to all rendered stuff be within upper half of screen (1024x (768/2))
Thanx
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#9328: Re: screen width and height |
by MeatROme
on 10/22/2007 14:49, refers to #9327
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start with "-t -w1024 -h334"
;-)
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#9329: Where does sauerbraten access fov? |
by Memphetic
on 10/22/2007 15:06
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Where does the game access (in the source code) the variable defined by typing /fov <int> ? The only thing I've found is a line saying VARP(fov,10,105,150) which apparently initializes and sets boundaries on the variable to be controlled by /fov. I want to make this a non-variable though, so I need to know where it is accessed in the sources.
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#9330: Re: Where does sauerbraten access fov? |
by MeatROme
on 10/22/2007 15:22, refers to #9329
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That /is/ where it's defined (look at commands.h for the alias used) ... simply replace the line with "int fov;" ... maybe you'll need to add an "extern int fov" into one of the headers though so you can access it outside of it's scope.
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#9331: Re: probleme menus |
by Drakas__
on 10/22/2007 21:31, refers to #9314
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http://assault.cubers.net/forum/
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#9332: Re: Where does sauerbraten access fov? |
by SheeEttin
on 10/22/2007 21:52, refers to #9329
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You mean lock the FOV?
Just set the max and min to the same number.
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#9333: Re: Where does sauerbraten access fov? |
by MeatROme
on 10/22/2007 22:02, refers to #9332
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Ha! LOL ... yeah,
but that's a /little/ hack-y, mmh!?!
This way the user'd still get fov TAB-autocompleted, for example.
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#9334: Re: mutable map |
by yoopers
on 10/22/2007 22:35, refers to #9323
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Not to put a damper on your enthusiasm (XCOM remains in my Top 5 Games of all time :), but UFO: Alien Invasion already exists to provide an Open Source recreation of XCOM. I highly recommend checking it out:
http://ufoai.sourceforge.net/
They need more "arty" people to help create new maps and scenarios.
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#9335: Re: Where does sauerbraten access fov? |
by Quin
on 10/23/2007 03:54, refers to #9329
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Change to:
VARP(fov, 1, 105, 0);
When min is more than max, the variable is marked read only. You'll find a few of these around the Sauerbraten source.
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#9336: Re: mutable map |
by kerno
on 10/23/2007 17:54, refers to #9334
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Yes, I've already seen and played UFO:AI for quite some time. However, in my opinion the gameplay loses something important when you cannot interact with environment (eg. demolish map). That's why I'm asking about 3d engine that could support mutable map. Afaik UFO:AI is based on Quake 2 engine, with all it's strengths and limitations...
Any suggestions?
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#9337: Odd texturing... |
by Memphetic
on 10/23/2007 22:07
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For one reason or another, my custom made models have an odd texturing problem where it somewhat turns the model into a paper model, or makes the left side transparent or something... when I load the md3 and textures into an md3 viewer, though, it looks just fine. Any ideas? Screenshots: http://i220.photobucket.com/albums/dd15/memphetic/screenshot_28459.jpg and http://i220.photobucket.com/albums/dd15/memphetic/screenshot1.jpg
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#9338: Re: Odd texturing... |
by eihrul
on 10/23/2007 22:13, refers to #9337
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The winding of the faces is backwards. You need to invert the winding.
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#9339: Re: Odd texturing... |
by GreyMario
on 10/24/2007 01:24, refers to #9337
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Are parts of your models inside out?
If so, backface culling kicks in and actually hides those textures that don't get hidden in the modeling program.
Try remodeling them without making them inside out.
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#9340: Re: Odd texturing... |
by GreyMario
on 10/24/2007 01:24, refers to #9339
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Bah, you're too fast, eihrul
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#9341: Re: Odd texturing... |
by GreyMario
on 10/24/2007 01:27, refers to #9340
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Lol triple post just to say I'm totally frikken blind, ignore my last posts xD
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#9342: Re: Odd texturing... |
by SheeEttin
on 10/24/2007 03:18, refers to #9337
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Ooh, that's a really nicely done M16/M4/whatever. (I can't tell from this angle.)
I'm sure someone would love to use that in a mod.
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#9343: Re: Odd texturing... |
by Memphetic
on 10/24/2007 04:09, refers to #9342
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Sorry, it's already being used in my "total conversion"... I'm making a tactical shooter (like counter-strike). I got mad that I couldn't play CS on linux. Anyway, what do you mean "invert the winding"? How would I do that in blender?
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#9344: .. |
by geartrooper2
on 10/24/2007 10:17
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select all faces in edit mode and hit ctrl-n. this will recalculate the normals to face outwards.
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