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Hudgun Progress

by geartrooper^2 on 09/24/2007 06:00, 114 messages, last message: 12/22/2007 14:22, 37553 views, last view: 05/05/2024 19:26

It has come to my attention as far as incorporating new hudguns that alot of us[artists] are not on the same page. To remedy this situation I made an avi to show the direction I'm taking with portended hudguns and the hands which will link them.

http://www.youtube.com/watch?v=bBPdhaMWPXQ

Textures and anims are largely experimental but shown to slowly push the process of redoing hudguns with new[better] features. Any and all hudguns are replaceable by anyone's that can do better. Muzzle flashes on the pistol and chaing were also done by myself. The pistol flash is semi-transparent while the submach's are not.

As of this moment LucasWallace is working on some new textures. Julius is working on a shotgun. The pistol, knife and rifle are pretty solid contenders. I'd like the chaing and gl to be better. They need more eyecandy and better textures.

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#95: ..

by geartrooper2 on 12/17/2007 22:17

if memory serves correctly I think you add the normal map at the end of the skin call;

md3skin mesh ./texture.jpg (mask.jpg) normalmap.jpg

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#96: Re: ..

by SheeEttin on 12/17/2007 22:52, refers to #95

I'd suggest looking at some pre-existing model CFGs (in packages/models).

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#97: ..

by Julius on 12/17/2007 23:40

I don't think there are any normal-mapped models yet, as that feature was just programmed by Eihrul for anything other than level geometry and is available in CVS only.

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#98: ..

by Julius on 12/17/2007 23:43

Oh by the way: Now that we have those lovely \"shadowmapped\" shadows, how would one enable self-shadowing in theory? Yeah I know the uv-maps of the existing models probably suck for that, but I wonder if it is possible to do in theory at least, so that future models might be build to support that.

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#99: ..

by Captain_Ahab on 12/18/2007 00:34

Here's an interesting link for generating tangent normal maps in blender using nodes. I haven't tried it yet myself, but it looks interesting and capable of baking hi-poly stuff onto lo-poly UV's.

http://blenderartists.org/forum/showthread.php?t=108106&highlight=nodes+tangent+normal+map

I don't know how to use it with md2/3's but keeping it in a .blend could make it easier when/if a newer model format is put in sauerbraten

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#100: Re: ..

by Chaos on 12/18/2007 05:34, refers to #95

I tried...

"md3skin Legs lowerorange.jpg masklower.jpg normallower.jpg .6 .2 .9"

and

"md3skin Legs lowerorange.jpg masklower.jpg normallower.jpg .6 .2 1"

and

"md3skin Legs lowerorange.jpg masklower.jpg normallower.jpg .6 .2 0"

and

"md3skin Legs lowerorange.jpg masklower.jpg normallower.jpg .6 .2"

Of course I did it for each one, (i.e legs, torso, and head) this just gives you an idea of what I tried. Am I missing anything?

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#101: Armour.

by fsdfsdconorhfjksdhfjksdhfjk on 12/18/2007 07:56

Whatever IronSnout or whatever he will be when this new release comes out, I have an idea.

There should be a shader on his armour so it is like a liquid body shield. (No, no ripple when a bullet hits :D) His armour would *almost* be like the water, except less rippley (is that a word?) and it would be affected by an envmap.

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#102: Re: Armour.

by shadow,516 on 12/18/2007 08:12, refers to #101

You just described the plasma shader. IS has a shield on his arm to indicate what armor he has.

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#103: Re: Armour.

by jbuk2k7s cookie has gone on 12/18/2007 12:33, refers to #102

Which I believe gear has used extensively on the new hudguns (see RL and RI)

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#104: Re: Armour.

by SanHolo on 12/18/2007 12:54, refers to #101

IronSnout still looks like a T-1000, which doesn't need a liquid shield since he already is liquid. :-P

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#105: ..

by marvin2k on 12/18/2007 14:10

wait a minute, normal maps works on md3?

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#106: Re: ..

by Julius on 12/18/2007 14:20, refers to #105

Yes, at least according to a post by Eihrul and some pictures of cubes he posted last month. It hasn't been put to actual use though AFAIK.

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#107: Re: Armour.

by SheeEttin on 12/18/2007 23:28, refers to #101

It's possible to do something like this, but without rewriting the shader, you're going to lose the detail. (I don't know any ARB at all, so...)

Anyway, make yourself a nice ripply skin (sqaure, tiling, and using the whole image). Put the skins in packages/models/ironsnout. (Make different colors for each version.) Keep backups of the originals if you want to.
Next, copy-paste the shader from the top of packages/models/hudguns/rocket/md3.cfg and paste it into the top of packages/models/ironsnout/md3.cfg, changing the name of the shader to something appropriate. Finally, add a line like "md3shader PART SHADER", where PART is the model part (one of Legs, Torso, or Head), and SHADER is the name you chose for the shader.

Finally, fire up Sauer and you'll see what you made. (Chances are, it won't look too good.)

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#108: ..

by Acord on 12/18/2007 23:55

Did you put the mask in braces?

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#109: Re: ..

by Chaos on 12/20/2007 03:48, refers to #108

yes, still no work. *sigh*


If I only knew how I could be trying this cool new feature out. Anyone with info in regards to this please enlighten me.

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#110: Poly limit?

by ea6b607 on 12/21/2007 21:40

What is the poly limits on the game engine? Along with supported map types and sizes.

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#111: Re: Poly limit?

by jbuk2k7s cookie has gone on 12/21/2007 23:27, refers to #110

IDK about the poly limits, but all maps are built inside the game itself and are saved in *.ogz format, and sauer can also read (but not write) Cube 1 *.cgz files, which it imports and then resaves in the Cube 2 (*.ogz) format, but it cannot read assaultcube maps IIRC.

Map sizes are limited by the machine, with lags at around 17^2 cubes (don\'t trust me on this), but the engine does, I think, support occlusion culling if the graphics card supports it so very large maps are possible as long as not too much is visible at once.

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#112: Re: Poly limit?

by ATIRULE on 12/21/2007 23:33, refers to #111

yes sauer can support assualt cube caps in the cvs and the next releases will have support and yeas it has

occlusion culling support

quake hl style .bsp .map are not supported and won't ever be supported nor are pak files or pk3's
all player models are md2/ md3 no md5 as of yet :(

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#113: ..

by geartrooper2 on 12/22/2007 08:40

A good rule of thumb is 500 quads for vweps, 1500 for characters and hudguns. Although Aard has explicitly stated if the quality is exceptional he'll allow more. I have had models exceeding 60000 quads work on an Nvidia 6600. Folks, don't forget to turn subsurf off before exporting! :P

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#114: ..

by Captain_Ahab on 12/22/2007 14:22

wow..that many?...
I always thought under 500 tris for vweps and under 2000 tris for dybanic ents and under 1000 tris for static ents.

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