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General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8825795 views, last view: 12/09/2021 01:14

for questions, announcements etc.

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#7108: Re: blendermd3

by theButcher on 12/02/2006 21:26, refers to #7107

Thanks. Sorry for being such a n00b.

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#7109: Re: blendermd3

by MeatROme on 12/02/2006 22:16, refers to #7108

not at all - at least the wiki was fixed (I added the mirror link) - and _everybody_ misses the search :-P

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#7110: Problem : Weapon creation with Milkshape

by okicomputer on 12/02/2006 22:35

I'm starting to work with Milkshape to make a new weapon and i've accounter a problem.

[url]http://img126.imageshack.us/img126/8372/newweaponbd5.th.jpg[/url]

I used several primitive to make the gun .

Then i have exported it in a md3 format and opened it in Npherno's GL viewer to make a UVW map but the result is not usable.

[url]http://img106.imageshack.us/img106/7172/skinib5.th.jpg[/url]

I think it came from the fact that the model is not empty,their are polygons inside the model that you can't from exterior.

If somebody know how to make a model to be empty?
Thanks alot for your reply

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#7111: ..

by makkE on 12/02/2006 22:46

Faces inside the model shouldnīt be a problem. You should delete them anyways, if they arenīt seen.

UV mapping isnīt a one-click operation. Looks like you just used some general unfold on the whole thing?

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#7112: re:Weapon creation with Milkshape

by okicomputer on 12/03/2006 03:14

How can i delete cleanly the faces inside teh models is there any modeler that can do this automaticily.

Because if i have to delete face by face and create all vertex when each face a line in common and then joint all this vertex I prefer to put this weapon in the the trash.

Otherwise how do you make your UV map?
I try Npherno's GL on sauerbraten's grenadelauncher and it makes me exactly the WUV.

I also used Calagari gamespace and he makes me the same unusable WUV to paint.

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#7113: I mean UVW map

by okicomputer on 12/03/2006 03:19

unlike WUV

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#7114: ..

by makkE on 12/03/2006 09:03

Heh, now I see. Youīre just talking about the template. (image to paint on). Thatīs just the image, you have to do the uv-mapping before. (actually setting texture coordinates).I use UU3D for it.

I donīt see what youīre talking about on those faces? Your model doesnīt need to be a perfect container, things may intersect a bit.

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#7115: UVW

by okicomputer on 12/03/2006 12:30

Thanks i'll try that

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#7116: Cube 1 engine editing

by Mithy on 12/03/2006 14:43

I dunno how to edit cube 1 engine. I downloaded souce code, but there are some C and some C++ files. How does it work?

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#7117: Re: Cube 1 engine editing

by >driAn<. on 12/03/2006 15:20, refers to #7116

> How does it work?

http://www.google.ch/search?hl=en&q=c%2B%2B&btnG=Google-Suche&meta=

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#7118: for those who don't visit irc...

by Aardappel_ on 12/03/2006 21:14

we plan a release later today.

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#7119: Re: for those who don\'t visit irc...

by shadow,516 on 12/03/2006 21:17, refers to #7118

O_O

I need to stop by more often...

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#7120: editing bug , need help

by speedcubing on 12/03/2006 22:47

hi @ll

I got a problem with the editing mode of cube2 ! hope someone can help me.

When I switch into editing mode there are no outlines showed around the cubes i ve selected -.-

the command outline on/off doesnt have any effect.

re-installing the game (also an older version) doesnt work ...

hope there s anyone with a solution to this problem out there !!!

thx a lot.

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#7121: Re: editing bug , need help

by MeatROme on 12/04/2006 10:38, refers to #7120

http://cube.wikispaces.com/FAQ

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#7122: Total CVS mapping

by metlslime on 12/04/2006 22:31

Okay, I will implement blendermd3.zip into the CVS, that way I can be inducted into the source code.

I started already implementing UV map feature, but I had trouble with vertex stream compiler. Then I added a speedup to every statement. For example:

for(s = string.string; *s && len = while(); --len, ++s, goto for; stop;)

I found that this speeds up compile time to 100% of the orignal compile time.

I will share this with you but only if you give me Real Ultimate CVS Power.

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#7123: Re: Total CVS mapping

by Aardappel_ on 12/04/2006 22:33, refers to #7122

you are not ninja enough for real ultimate cvs power, sorry.

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#7124: Re: Total CVS mapping

by >driAn<. on 12/04/2006 23:14, refers to #7122

your code makes probably more sense than the suggested skybox stuff :P

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#7125: live machinima with sauerbraten

by tha on 12/06/2006 19:26

we are a little group of people working on live machinma. as tool we are using a modified version of Sauerbraten:

here are some of the changes we did on sauer towards live machinima:

*changing the playermodel in game
*additional poses could be configured in the autoexec.cfg
*playermodel can get invisible (used for the main camera)
*floating inside multiplayer (camera)
*reduced gamespeed
*\"newent camerapoint N\" and \"setcamera N\"

with some changes Sauerbraten is a very cool tool for machinima. in the next days we will post some screenshots from our last performance.

thanks for the game.

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#7126: I want CVS access...

by theButcher on 12/07/2006 00:23

I'll implement cooler kill messages! (e.g. theButcher ate Aardappel's rocket rather than just Aardappel fragged theButcher)... but I need Real Ultimate CVS access.

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#7127: ninja code

by err on 12/07/2006 00:54

[quote]
for(s = string.string; *s && len = while(); --len, ++s, goto for; stop;)
[/quote]

roflmfao =D

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