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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12602401 views, last view: 11/12/2024 20:41 |
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#9559: skeletal model md5 impl. for S. |
by gabdab21-11
on 11/21/2007 23:19
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Hello,
I have uploaded here:
http://code.google.com/p/sauerbraten-skeletal/source
an implementation of Sauerbraten and an md5 skeletal model loader.
Since I am on Ubuntu Linux I managed to compile with autotools( \'auto\' folder in code ).
If you get to compile it on windows and Mac please share the stuff ( md5 loader should work there too by itself).
I hope this to drive attention to the lack of alternative model exporters from Blender to Sauerbraten.
Md5 has a working exporter from Blender.
Cheers,
Gabdab
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#9560: .. |
by Julius
on 11/21/2007 23:46
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That is really cool and definitly something that should go into the main code-base if possible (you definitly would have to relicense somehow as Sauerbraten is zlib based). Or is it based on other code that you didn code that is gplv2 only?
I know Eithrul will disagree, since scelletal animations can not be hardware acellerated on GPUs without geometry shader support (e.g. DX10), but it could be just an *additional* format to use for modders, mkay?
Normalmaps on models in next version, now md5... boy the next version could really be a big step (at least technical wise...needs content though).
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#9561: Re: .. |
by SheeEttin
on 11/22/2007 00:03, refers to #9560
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Says src/md5/LICENCE: "Source code is free!"
So, with a little tweaking, I'd suppose it's heading straight for the main code.
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#9562: .. |
by Julius
on 11/22/2007 00:18
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Ahh well on the google website it says gplv2.
But it seems like the original source it is based on is MIT licensed if I am not completely mistaken, so that would be compatible with the zlib AFAIK.
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#9563: .. |
by Julius
on 11/22/2007 00:24
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He said on irc that is is based on code from this site (just for reference):
http://tfc.duke.free.fr/
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#9564: Um |
by Cloud-w00t
on 11/22/2007 06:58
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Does Windows Vista work on Sauerbraten if so how do you get it to work?
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#9565: sauerbraten md5 test |
by gabdab21-11
on 11/22/2007 09:23
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yes , I am sorry there are some glitches with texture rendering I am trying to fix it, I guess it is due to glew version, not sure.
No problem with licence from my side , I am not Bill Gates :)
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#9566: re |
by gabdab21-11
on 11/22/2007 09:25
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http://img160.imageshack.us/my.php?image=screenshot1lt6.png
An image with zfat md5 model from d3 walks in rpg_01 :)
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#9567: .. |
by zheddo
on 11/22/2007 12:23
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I have a quick question. I stumbled across that apperantly you cannot edit the "items.png" in the "data" directory to be "semi-transparent". I have noticed tho that for example "newerchars.png" and "crosshair.png" are also in .png format and it is possible to create transparent and semi-transparent areas. Im really no programmer, but rather a grafic designer, so I wanted to ask if there's any way to be able to create transparent areas on the "items.png" file? Perhaps by changing some of the hard coding? (since its possible with other files too...)
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#9568: .. |
by Passa
on 11/22/2007 13:00
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Strange tentus, with Nvidia cards the restricted driver manager has always worked for me (and so has Envy).
Tried simply installing the nvidia-glx package through Synaptic and then reconfiguring the xserver as SheeEttin suggested?
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#9569: Re: .. |
by tentus_
on 11/22/2007 16:43, refers to #9568
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Oh, I've tried every damn thing. Rather than doing anything productive yesterday, I had to format and reinstall the whole system.
I would think I had found a way to make it work, and then something strange would happen that was totally crippling (ie, it would just stop sending an image to the monitor). I dunno what the problem is, but it's frustrating as hell.
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#9570: Message censored by administrator |
by biabia
on 11/23/2007 09:32
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#9571: Load new maps |
by Dandee
on 11/23/2007 15:31
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I just dl some maps, but what is the right way to get them into AC?
I\'m no programmer, but just want to extend the amount of maps.
Thx in advance
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#9572: Re: Load new maps |
by MovingTarget
on 11/23/2007 15:33, refers to #9571
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Move them into packages/base, which is in your AC home directory.
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#9573: Re: Load new maps |
by Dandee
on 11/23/2007 15:44, refers to #9572
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OK, i'll sound like a NOOB, and in this case i am ;-) but then what? E.g.
folder names drenched:
inside:
folder packages
inside here:
allegorithmic
base
mitaman
textures
Do i have to place the entire folder drenched into the packages/base?
Btw... that folder didn't excist in my packages folder in the AC folder???
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#9574: Re: Load new maps |
by MovingTarget
on 11/23/2007 16:04, refers to #9573
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The drenched map won't work in AC. Only maps specifically tagged "Assault Cube" will work. Drenched is for Sauerbraten.
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#9575: Re: Load new maps |
by tentus_
on 11/23/2007 16:35, refers to #9574
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Idea: have a itty little bit of code that will look for an .ogz file by the same name when a map cgz is not found, and then if the ogz is found, pop up a nice, friendly, and educational message explaining that Sauer maps and Cube maps are different, and deserve separate attention. I've had friends ask me the same question in person, and people don't seem understand the cube map import command in Sauer very well.
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#9576: Re: Load new maps |
by MovingTarget
on 11/23/2007 16:43, refers to #9575
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The only problem is, AC maps and Cube maps are very different. AC is based on a *heavily modified* cube engine, so neither Cube maps nor Sauerbraten maps will work in AC.
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#9577: Windows |
by meatpuppet
on 11/23/2007 18:31, refers to #9564
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I don't know about other windows users, but my exception message and program exit or lock-up happens with rockets and grenades. Judging by the array of mapping twirling around like a tornado - my computer can't handle the graphics. I wonder if it's Windows or the fact that I'm on a laptop with an Intel 945GM Express Chipset
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#9578: Re: Windows |
by jbuk2k7s cookie has gone
on 11/23/2007 18:47, refers to #9577
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"the fact that I'm on a laptop with an Intel 945GM Express Chipset"
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