New mapmodels for sauerbraten |
by Fischkopf
on 10/25/2009 21:47, 32 messages, last message: 12/01/2009 03:56, 11903 views, last view: 05/05/2024 11:29, closed on 12/01/2009 05:53 |
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Yes, i think sauerbraten should have new mapmodels since nowadays most of the mapmodels included in sauerbraten look very primitive. For instance the barrels, dont they look bad? The trees could be better as well.
If you already have the possibility for very high-quality mapmodels why are there no included in sauerbraten? The same applies to the Monsters, by the way.
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#13: Message censored by administrator |
by |ice|sub-zero|L
on 10/27/2009 03:48, refers to #12
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#14: .. |
by SheeEttin
on 10/27/2009 03:51
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Stop flaming. Mapmodels.
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#15: Re: .. |
by |ice|sub-zero|L
on 10/27/2009 03:56, refers to #4
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what is sauerbraten's format anyways?
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#16: Re: .. |
by tentus_
on 10/27/2009 04:38, refers to #15
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md2, md3, md5, or obj. Take your pick.
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#17: .. |
by Quin
on 10/27/2009 07:22
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Sorry, tentus and I are a bit apathetic when it comes to posts like this; the flamewar is likely our fault and I apologise on both our behalves for being jaded old devs :P
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#18: Re: .. |
by Q009
on 10/27/2009 14:49, refers to #6
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envmapped, bumpmapped mapmodels: in SauerEnhanced [future release]
only md3s and md5s for now
because md2s doesnt support bumpmapping
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#19: Re: .. |
by Nixot
on 10/27/2009 19:43, refers to #18
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D: Doesn't it?! It supports masks.jpg... Oh well. I remember the GUI edition had good enough masks.jpg's for the HUD weapons to make them look bump mapped. :P
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#20: Message censored by administrator |
by Nixot
on 10/27/2009 19:44
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#21: .. |
by Fischkopf
on 10/27/2009 22:46
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envmapped and bumpmapped mapmodels that already sounds nice.
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#22: Re: .. |
by SheeEttin
on 10/27/2009 23:26, refers to #21
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So generate some bumpmaps for the old models. It's not hard. I believe there's a plugin for the GIMP that'll take the texture and generate a bumpmap.
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#23: Re: .. |
by Quin
on 10/28/2009 01:16, refers to #22
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There's even a <normal> texture command that does the same thing, and it's done automatically by the engine ;)
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#24: .. |
by Mister Hyde
on 10/28/2009 02:43
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#22, it is found here:
http://registry.gimp.org/node/69
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#25: .. |
by Mister Hyde
on 10/28/2009 02:46
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#17, Naah. I probably should have just skipped Sub Zero's posts in the first place. I completely ignored the "No arguing" and never should have.
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#26: Re: .. |
by SheeEttin
on 10/28/2009 04:50, refers to #23
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Is there some documentation or an example of this? grep can't find any relevant instances of '<normal>' in packages or src in Cube 2 or BF.
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#27: Re: .. |
by Hirato Kirata
on 10/28/2009 08:12, refers to #26
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https://sauerbraten.svn.sourceforge.net/svnroot/sauerbraten/src/engine/texture.cpp
at this writing, lines 802 to 921
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#28: Re: .. |
by |ice|sub-zero|L
on 10/30/2009 00:33, refers to #16
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thats what i figured... i was just making sure... however the only thing that affects me at the moment is bumpmap that is at the most of course... although i am looking into blender...
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#29: Re: .. |
by |ice|sub-zero|L
on 10/30/2009 01:02, refers to #17
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actually, its because i am immature, a jackass, and a moron all rolled into one... so yeah... and i also can bet you about $10 that no one here is going to deny that either...
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#30: New mapmodels |
by Anonymev
on 11/10/2009 20:39
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I know where u can get some new models. theyre md2 but they are still useful go to:
http://www.md2.sitters-electronics.nl/
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#31: Re: New mapmodels |
by Nixot
on 11/10/2009 21:59, refers to #30
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I used modelpack 19 in Newcube
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#32: Message censored by administrator |
by LeftClicker
on 12/01/2009 03:56
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