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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12351061 views, last view: 10/06/2024 11:16

for questions, announcements etc.

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#9591: Re: errors on startup

by requiem on 11/25/2007 18:30, refers to #9590

yes,I even installed Omegadrivers,but I'll go an try to reinstall latest nvidia drivers now

thx in advance

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#9592: Re: errors on startup

by requiem on 11/25/2007 20:05, refers to #9591

LoL,never thought it would help,but it actually does !

thx,mate


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#9593: Re: errors on startup

by MovingTarget on 11/25/2007 20:50, refers to #9592

No problem... :-)

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#9594: Re: errors on startup

by jbuk2k7s cookie has gone on 11/25/2007 21:33, refers to #9593

http://cubeengine.com/forum.php4?action=display_thread&thread_id=1516

The steps in the above thread might help.

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#9595: 3ds to md2 converter

by requiem on 11/25/2007 21:52

Hi all,recently I've gathered some models ,weapons etc from the internet but most of them are in .max or .3ds format.Now I know you can convert them,but my question is with what tool(s) ?


plz help a noOb


thx

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#9596: Re: 3ds to md2 converter

by MovingTarget on 11/25/2007 23:53, refers to #9595

I would use blender, a free modeling tool that you can download from www.blender.org

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#9597: Re: 3ds to md2 converter

by tentus_ on 11/26/2007 01:50, refers to #9595

Q2Modeler can open .3ds files and export them as md2 really well. Fewest steps involved. If you have the time to do some learning, Blender is a good choice.

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#9598: models occlusion how to ?

by gabdab-26-11 on 11/26/2007 15:07

Hello,
I am trying to figure out how models occlusion works .
Since I am loading md5 models I would like to know how to occlude them when not in view , also when behind a wall or such ( frustum and occlusion culling ) .
I see in rendermodel.cpp there are routines to do it , but it is a little too intricate.
Is ther anyone driving me to a simple hack to cull my models ?
Thanks,
Gab-

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#9599: Re: 3ds to md2 converter

by requiem on 11/26/2007 17:11, refers to #9597

Ok guys,thx I'll give it a go !

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#9600: Message censored by administrator

by 3DGDA dot COM on 11/26/2007 19:00

#9601: Re: skeletal model md5 impl. for S.

by Aardappel_ on 11/26/2007 23:17, refers to #9559

I do not want to discourage anyone, since trying to contribute is certainly appreciated, but the integration of this md5 code is the biggest hack I have seen in a LONG time. It would need so much work cleaning up that it be almost quicker to write ourselves from scratch.

If you are going to work on sauer to the point where you would like to see it become part of the main project, at least familiarize yourself with the code, so that your new code will "fit".

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#9602: ..

by Julius on 11/27/2007 00:09

Ahh thanks for clearing that up aardappel.
So no md5 support in the main code base anytime soon. Good to know :)

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#9603: Re: ..

by SheeEttin on 11/27/2007 00:22, refers to #9602

> It would need so much work cleaning up that it be almost quicker to write ourselves from scratch

I don't suppose you're planning on doing the said writing in the near future...?

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#9604: ..

by Julius on 11/27/2007 01:15

Well Eihrul already said in IRC some time ago that he isn't doing it (with some quite reasonable arguments).
So I guess it is pretty unlikely that it will be implemented by someone from the core team.

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#9605: ..

by Julius on 11/27/2007 01:30

http://boards.polycount.net/showflat.php?Cat=0&Number=249534&page=0&fpart=1&vc=1

Some very interesting technical information for modelers over at my favorite messageboard ;) Basicly a must read (including those articles linked).

Back on topic... I might be dead wrong about this, but in the last post by CrazyButcher it actually sounds to me like md5s would be faster on Geforce3 and up (especially when dealing with complex meshes) than md3s (Eihrul please read). Wasn't speed issues the main reason why it wasn't considered?

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#9606: re:

by gabdab-26-11 on 11/27/2007 10:40

.."oh my god.." like Vicky from Little Britain says:)

The biggest HACK I so proud I almost puke :))

Well sorry about the mess and the size , but it is good stuff , try it !
(sounds like a pusher )
Jokes apart it has some problems with loader ,if anyone dled it and needs help please ask.

'so that your new code will "fit" '.
My line isn't perfect ok, Aardappel, thanks for remembering me..

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#9607: New freeware game using Sauerbraten

by Mihai on 11/27/2007 11:37

Hi everybody !

It's my pleasure to announce the release of version 1.3 of Marble Arena, a freeware game based on Sauerbraten.

The name probably suggests what it's about. We've insisted more on physics so you'll find different mechanisms, different types of surfaces and all kind of challenges.

We've kept the editing mode because we think it's just great, but made it more user friendly by adding a lot of menus, GUI and in game help.

Every week we're holding a map making contest, with prizes and all, so all those interested can submit their work to our website.

Check out all the details here : http://www.marble-arena.com

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#9608: ..

by Julius on 11/27/2007 15:48

Why not open-source ? :(

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#9609: Re: New freeware game using Sauerbraten

by SanHolo on 11/27/2007 16:40, refers to #9607

Hehe, looks nice. There are some glitches on OS X, however. I can't access any menu, and when prompted for my name after the first start, I can't see the mouse-pointer.

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#9610: Re: New freeware game using Sauerbraten

by Mihai on 11/27/2007 19:45, refers to #9609

Not open source because there are some security measures that we took to prevent cheating in order to keep our online hall of fame accurate.

As for the glitches, are you running on Leopard ? We've received similar reports from Leopard users. Try setting the shader detail to zero.

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