General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11400218 views, last view: 05/07/2024 06:12 |
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for questions, announcements etc.
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Board Index
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#7368: Re: OBJ export failed |
by Nico
on 01/11/2007 15:40, refers to #7367
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OK, so I nailed it down to this line in octarender.cpp (line 2232)
for(int k = 3; k>=0; k--) fprintf(f, " %d", ebuf[k]-v.verts);
This prints the face index list. Now can anyone explain to me why the vert indices are computed by ebuf[k]-v.verts and why this is turning up to be negative indices?
Thanks!
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#7369: models don't obey the collision in .cfg |
by aftasardem again
on 01/11/2007 16:00
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hi. i got this problem whit the newest sauer release:
my custom md2 mapmodels got an enormous collision box around them and no matter what number i put on my map.cfg, they seem to ignore it.
yes, i did the lightcalc and re-saved the map as the msg said the first time i opended it in the new sauer build.
what is wrong?
need help!
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#7370: Re: models don\'t obey the collision in .cfg |
by aftasardem again
on 01/11/2007 16:02, refers to #7369
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and the models from sauerbraten itself are working fine.
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#7371: Re: OBJ export failed |
by Aardappel_
on 01/11/2007 16:45, refers to #7368
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yup, this is broken in the current release, and fixed in cvs.
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#7372: help |
by darksmaster932
on 01/11/2007 23:18
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how do you make real games. u know, new guns, new enemies.
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#7373: Re: kicked/banned ip |
by MongrelMob
on 01/11/2007 23:27, refers to #7366
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oh ok - I am from Western Australia and seem to be getting higher pings than others, 350+ not uncommon. I also noticed that some guy was shooting me while I was browsing the server list and I wasn't dieing, so that wouldn't helped. Cheats are a pain. Thanks for the response.
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#7374: Re: help |
by Pxtl
on 01/11/2007 23:41, refers to #7372
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You can plonk in new models for guns and enemies, but if you want a new game, you need to learn to program in C++, which is very complicated and difficult.
Short answer: you don't.
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#7375: Re: help |
by Drakas
on 01/12/2007 08:04, refers to #7372
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Edit the source?
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#7376: couldn't resist |
by Aardappel_
on 01/12/2007 22:44
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http://www.smoke420.com/plugins/for-dummies-cover-generator/dummiebook.swf?h=Hax0r%20multiplayer%20and%20pwn%20the%20forums!&t=Abusing%20Sauerbraten&b=How%20to%20make%20your%20OWN%20game%20without%20any%20content%20or%20C++!&a=Morgaine2%20LavaBall&myw=401.85&myh=505.2
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#7377: oops |
by Aardappel_
on 01/12/2007 22:44
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long urls strike again. I guess that should have been in the book too.
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#7378: Q: Shading |
by 1st Devoid
on 01/12/2007 23:33
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How can I make textures with a pixel shader effect?
Or can someone post some links realated to this?
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#7379: Re: Q: Shading |
by ethan592
on 01/13/2007 00:05, refers to #7378
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be more specific, do you want to create textures or use them in a map? or both? for either you will need to have a video card that supports shader technology
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#7380: .. |
by 1st Devoid
on 01/13/2007 10:58
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I can create ordinary textures with ease, but I want to make some textures with shading effect, but I cant find any info on how to do on the net... And yea I got a serious graphics card.
I noticed that some texture files, that has shading, also has a counterpart texture that is allmost reverse colors.
Such things should also be written on the wiki IMO.
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#7381: Re: Q: Shading |
by 1st Devoid
on 01/13/2007 11:09, refers to #7379
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Of course its for a map...
When I look in metl4.cfg I get kinda of an idea of how to do, but it would be nice if someone could explain it to me.
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#7382: Message censored by administrator |
by Lex Luthor.
on 01/13/2007 17:51
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#7383: ok, ok |
by aftasardem more and more
on 01/13/2007 19:47
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ok, this is what i think i know:
if i set bumpspecmapparallaxworld which will be the shader for the following textures,i am stating that i want the following color texture to have a normal map, a specular map and a height map.
i must then name the specific slots it will search for in order to "shade" things: the diffuse (0), the normal one(n), the specular one (s), and the height map for parallax thinga (z). but what about the four numbers of the SETPIXELPARAM?
what do they change in this specific shader?
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#7384: Lex Luthor. |
by Lex Luthor
on 01/13/2007 20:02
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I didn't posted that,I also checked the wannabe email and it is "IamJannett - AT - notlexluthor--Iammimicking.com"
This Jannett guy had also posted useless stuff like he want to take over Sauer or making a mod of Star Trek and acted like a forum retard,I am suspecting Mad Merv o_O
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#7385: Re: ok, ok |
by ethan592
on 01/13/2007 20:47, refers to #7383
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yes your are correct about the setshader command. i am not sure what the set pixel param does. if you want to create textures then simply search google. you will be able to easily find tutorials for games such as quake for which the process is exactly the same
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#7386: need help with sauerbraten |
by yamaki308
on 01/14/2007 09:26
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Hi, I\\\'m trying to run sauerbraten_unix on CentOS and I have the following errors:
init: sdl
init: enet
init: video: mode
init: video: misc
init: console
init: gl
Renderer: Mesa GLX Indirect (Mesa project: www.mesa3d.org)
Driver: 1.2 (1.5 Mesa 6.2.1)
WARNING: No vertex_buffer_object extension! (geometry heavy maps will be SLOW)
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for you)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages/base/metl4.ogz (0.2 seconds)
Mining Station by metlslime
I\\\'m not using mesa, I\\\'m using nvidia. what should I do to fix this problem?
Lian-Li PC-60
1GB DDR RAM
AMD Athlon XP 3200+ (2.2GHz)
256MB GeForce 6600
160GB HDD
LG GSA-4040B DVD-Burner drive
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#7387: Re: couldn't resist |
by {LiD}CC_machine
on 01/14/2007 16:30, refers to #7376
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roflmho!!!
(in response to aard's post)
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