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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 |
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for questions, announcements etc.
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Board Index

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#7108: Re: blendermd3 |
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by theButcher
on 12/02/2006 21:26, refers to #7107
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Thanks. Sorry for being such a n00b.
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#7109: Re: blendermd3 |
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by MeatROme
on 12/02/2006 22:16, refers to #7108
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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 |
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by okicomputer
on 12/02/2006 22:35
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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: .. |
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by makkE
on 12/02/2006 22:46
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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 |
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by okicomputer
on 12/03/2006 03:14
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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 |
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by okicomputer
on 12/03/2006 03:19
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unlike WUV
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#7114: .. |
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by makkE
on 12/03/2006 09:03
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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 |
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by okicomputer
on 12/03/2006 12:30
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Thanks i'll try that
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#7116: Cube 1 engine editing |
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by Mithy
on 12/03/2006 14:43
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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 |
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by >driAn<.
on 12/03/2006 15:20, refers to #7116
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> 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... |
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by Aardappel_
on 12/03/2006 21:14
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we plan a release later today.
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#7119: Re: for those who don\'t visit irc... |
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by shadow,516
on 12/03/2006 21:17, refers to #7118
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O_O
I need to stop by more often...
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#7120: editing bug , need help |
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by speedcubing
on 12/03/2006 22:47
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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 |
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by MeatROme
on 12/04/2006 10:38, refers to #7120
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http://cube.wikispaces.com/FAQ
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#7122: Total CVS mapping |
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by metlslime
on 12/04/2006 22:31
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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 |
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by Aardappel_
on 12/04/2006 22:33, refers to #7122
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you are not ninja enough for real ultimate cvs power, sorry.
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#7124: Re: Total CVS mapping |
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by >driAn<.
on 12/04/2006 23:14, refers to #7122
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your code makes probably more sense than the suggested skybox stuff :P
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#7125: live machinima with sauerbraten |
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by tha
on 12/06/2006 19:26
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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... |
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by theButcher
on 12/07/2006 00:23
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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 |
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by err
on 12/07/2006 00:54
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[quote]
for(s = string.string; *s && len = while(); --len, ++s, goto for; stop;)
[/quote]
roflmfao =D
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