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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826087 views, last view: 12/09/2021 02:38 |
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#5971: Door Tutorial |
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by forgeflow
on 07/01/2006 20:11
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I've stared at the door_demo map in vain. I understand there are doors. I understand there are triggers. What escapes me is how, exactly, do you animate what the door does. I've figured out its part of its model file... but the documentation is *really* sketchy.
I should mention that I have lots of experience in 3D modelling and texturing, have worked on games in the past, so it likely just a matter of what tools to use, where to put the files, etc. that I need a little help with.
I'd love a tutorial from A to Z how to create a simple door model, how to define its animation, how to save that as a model file, and how to set it up to activate in sauerbraten.
Looking through the forums here, it seems that the usual answer to this question is RTFM. Well, I've looked through the FM, and these Forums. Still stumped, sorry.
http://planetpixelemporium.com
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#5972: .. |
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by makkE
on 07/01/2006 20:20
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You simply animate it. Then export to md3.
All you need is an app that can export to md3. (Milkshape, blender or max can do it)
Note that importing a md3 into modelling apps will most likely not import the animation.
The way you group is is irrelevant (best one group and assign the skin to it in the md3.cfg.)
You simply animate how it opens. Then define wich frames are used in the md3.cfg.
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#5973: Re: .. |
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by forgeflow
on 07/01/2006 21:33, refers to #5972
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"You simply animate it. Then export to md3."
You mention Milkshape, Blender, and Max. Guess I will try to figure this out... but seriously, this needs documentation.
I tried looking at the door .md3 files, but Milkshape did not bring the animation frames in, so I can't see how they were done.
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#5974: .. |
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by makkE
on 07/01/2006 23:09
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It doesnīt need documentation, all it needs is you to make a valid md3, the cfg stuff is documented well.
Making animations isnīt subject to specific sauer documentation, it is subject to your appīs manual and tutorials.
Just make the door open. In case it will close again, sauer will take care of reversing the animation.
try this:
http://learngamedesign.com/gdt_E2.html
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#5975: .. |
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by makkE
on 07/02/2006 02:21
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If it helps you I can send you the original ms3d file of a door so you can have a look at joint setup, keyframes and stuff. Is the email you used here valid?
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#5976: Old cube maps-conversion to Sauer |
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by theButcher
on 07/02/2006 03:10
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I was wondering if anyone was converting the MANY old cube maps to Sauer format. I could convert them using the convert command and some tweaking... let me know if I can help.
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#5977: Re: .. |
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by forgeflow
on 07/02/2006 08:57, refers to #5975
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Yes, it is, thank you.
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#5978: Re: Old cube maps-conversion to Sauer |
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by pushplay
on 07/02/2006 11:09, refers to #5976
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Author's will comvert their maps as they see fit. Although you could always encourage them to convert your favorites.
The only maps I worry about at Goetz's. They were some of the best Cube had to offer and he's not with us to do it himself or give permission.
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#5979: Re: Old cube maps-conversion to Sauer |
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by Passa
on 07/02/2006 11:47, refers to #5978
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I actually did tongues over in Sauerbraten, but didn't want to put it on Quad for that very reason, no-one has his consent to port them over to Sauerbraten.
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#5980: Re: Old cube maps-conversion to Sauer |
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by theButcher
on 07/02/2006 14:36, refers to #5978
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OK, thanks.
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#5981: SP maps not working |
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by dieselfame3
on 07/02/2006 17:59
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i have an intell mac and ive noticed that i cant load anysingle player maps past level 1 in the main campaingn. what can i do to fix this.
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#5982: Re: SP maps not working |
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by MeatROme
on 07/02/2006 18:26, refers to #5981
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wait for them to be built ;-)
There is currently only Episode #1 available.
In the next release there will be additional SP maps [of the stand-alone kind].
The Campaign is still undergoing construction; wether or not any further Episodes will be ready for next release ... only Nieb can tell ;-)
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#5983: Linker error |
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by Aegis
on 07/02/2006 20:35
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I am having some trouble compiling Sauerbraten under VC++ 7.1. Well, more accurately, I\'m having some trouble linking Sauerbraten under VC++ 7.1. After everything compiles, I get this linker error:
Linking...
LINK : error LNK2020: unresolved token (0A00000D) enet_packet_destroy
LINK : error LNK2020: unresolved token (0A000012) enet_packet_create
LINK : error LNK2020: unresolved token (0A000014) enet_packet_resize
LINK : fatal error LNK1120: 3 unresolved externals
And every file that uses enet.h includes it.
Any idea what is going on?
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#5984: .. |
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by virtualblackfox
on 07/02/2006 21:16
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All thoses functions are in packet.c.
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#5985: Re: Linker error |
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by MeatROme
on 07/02/2006 22:30, refers to #5983
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try building ENET first.
Look into src/enet
and do the stuff in the readme.
automake and stuff ...
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#5986: Md3 Questions |
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by shocktrooper1
on 07/03/2006 20:59
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I have many. Here are some;
when pointing to the directory for loading an md3 model skin, the correct method is
md3skin mesh skin_path.
Blender has names for mesh groups. Should I use these names in identifying the mesh? Or is there default mesh names such as lower, upper, and head?
On line 109 of the md3_sauer_howto.txt is that the correct format for pointing to the skin, 'md3skin l_lower ./default_l.png'?
I have found the exporter I'm using for blender to work very well. I realize that I need three separate models for a single character, head, torso and legs, each with animation.
How do I get the tags into each model?
Do I have to set a certain height on the z-axis for the models to stack onto each other correctly?
Animations
As far as documenting animations in an md3.cfg;
Can I use any in any order? For example,
md3anim "run attack" 9 34 29
md3anim run 45 8 0
and then stop?
what is the fourth value in the md3 cfg, for example;
md3anim idle 34 4 0 33
?
Those are the questions i have so far.
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#5987: .. |
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by makkE
on 07/03/2006 22:09
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1. There are no default names.
Just rename your groups in blender to whatever you like, and use that name.
2.
'md3skin l_lower ./default_l.png'?
thatīs a bit confusing. it doesnīt need ./ and can be named whatever.jpg/png
so for example
md3load head headskin.jpg
or
md3load rfiid umpu.png
whatever you named your groups and skins.
but using the q3 standart definitions might simply be wisest.
doesn īt matter.
3. A tag would be a single face (triangle), in a single group,inside the mesh, and the group name should be "tag_head" "tag_torso" or "tag_legs".
It COULD be that the names arenīt important at all since in sauer, tag linking is done via the id, wich depends simply on the order you loaded the seperate meshes.
I am afraid, I canīt tell you about the position of the tags, but I believe the must be centered in their meshes.That could be wrong though.
You might try to find a q3 tutorial on that.
AFAIK the body parts mustnīt be positioned correctly, the positioning is the tagīs job. At least thatīs what I know from importing parts of md3īs, they are all centered. Again, a md3 tut, or a md3viewer might help you further than I can.
I THINK the 4th value is obsolete by now. Just donīt use it. It fixed one of my gun models, after changing from previous release to the current.
Dunno about the order of animations. Drian might be able to help.
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#5988: .. |
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by makkE
on 07/03/2006 22:15
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Or maybe search the polycount forums, maybe you find additional info there.
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#5989: Fedora Core 64 bits. |
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by Tomcat
on 07/04/2006 05:02
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hi people, how i can run CUBE in Fedora Core 64 bits version?.
thamks a lot.
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#5990: .. |
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by Max of S2D [Fr]
on 07/04/2006 13:50
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O_O 40 fps with bloom effects ? You're lucky :) ! Maybe there are too lights entity... when i think i've 35 fps with shaders only... -.-
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