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Cube & Cube 2 FORUM
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Who can host servers? |
by mukkan
on 08/22/2005 00:14, 26 messages, last message: 08/25/2005 14:21, 4659 views, last view: 12/09/2021 04:20 |
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I am making a Mod for Cube called sopos which contains a lot of hot female chicks in it.
Many things have been improved and/pr changed such as the weapon system, player etc.
When I release this I was wondering how many people could run the server 24/7 for me?
Thanks,
Mukkan
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#21: .. |
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by makkE
on 08/23/2005 21:22
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he was replyig to mukkan
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#22: Re: .. |
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by tentus
on 08/24/2005 04:43, refers to #17
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actually, i'm a modeller. i can skin well enough, but i'm of the opinion that makkE can do double the quality i can. it's actually one of the things that i had to learn when i got into making the CL mod- i'd make models but my skins were so low quality the effect was lost. now i try to do both well enough.
you know, while we're on the subject of configurable models- i'd like to see a bit of work done on making the *next gen* player model actually interact with the default weapons in 3rd person. This'd give other modellers a place to start from and a few things to focus on, which sometimes (frequently really) gives birth to ingenious design. the trick would be allowing enough configuation not to get caught in the Vwep trap, where there's a huge amount of wasted space and effort for each model.
My solution: make it so the *next gen* playermodel has multiple parts that fit together, so that a modeller can make intermediate changes to the player, without reinventing the wheel. the most prominent example of this is how Q2 modellers had to make an extra pair of armns for each vwep- that's ridiculous. i suggest we make it so you can cfg a pair of arms to each weapon, so that only 2 or 3 sets of arms are need for most of the weapons (this is including weapons that might get modded in). Two additional benefits of this would be that the head could be easily seperated from the body (headshots anyone?) and any bounding box bugs would be seriously trimmed down. It'd also make it easier to add custom skins or heads. the list goes on and on and on.
tonight i'll take a good look at the ogro and start taking it apart so i can look into these ideas. i'll get a result soon as i can, maybe three days from now. this will include my reskining effort.
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#23: .. |
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by makkE
on 08/24/2005 05:16
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Thanks, tentus. :)
What you are suggesting there is called md3, I think.
And still knowing next to nothing about modelling, I guess a skeleton based format will be even better for those purposes ?
The only thing that stands in the way for me is 3dsmax really, concerning aardŽs format. IŽd be willing to learn blender(or any other free or low cost application), and get into all the spec/bump/normalmap etc stuff aswell..
btw tentus, check out these:
http://www.poopinmymouth.com/index.htm
(especially intresting stuff about light and texture theory)
http://st.burst.cc/tutorials.htm
(how to do wood/metal by hand)
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#24: Re: .. |
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by tentus
on 08/25/2005 02:46, refers to #22
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i've started breaking it down. so far i've got the head and torso/legs more or less how i want them. i'm still working on getting the skins updated- i've got them roughly how i want them, everything's aligned, but i want to get some good retexturing in there. The skin of the ogro has got plenty of room for improvement.
This leads me to wonder what my reasonable limits are though. Ultimately, i think that a superior composite skin will be maybe twice the size of the original 256x256 skin (so think of it as a 256x512 skin all told) which may be more performance loss than Aard wants. There won't be much added polies (yet), so it'll probably all be changes in the skin.
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#25: .. |
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by makkE
on 08/25/2005 03:24
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IŽd say you can well go with 512x512.
Using 256x512 is nonsense anyways I heard, because the gfx card will still use that as an 512x512, eg cards always use square stuff internally anyways.
I donŽt think it would be too heavy on performance.
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#26: Re: .. |
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by tentus
on 08/25/2005 14:21, refers to #25
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what's happening is i've got a 256x256 skin and hopefully two 128x128 skins. that's looking like it's less likely to happen.
The arms have been done and everything still meshes as a mapmodel. Because the ogro was designed in peices to begin with, the only faces i had to add were three triangles where i chopped off the head. however, the skin size is pushing more towards 3x the original, with less improvement that i had hoped. there's simply a whole lot to be skinned on the ogro. the skins are currently 256x192 (torso), 128x128 (head), and 128x256 (arms). If what makkE says is true (and now that i think about it, i think i've heard that too), then i'll try and rework the arms and torso skins to be more square.
As good news, because all the parts have the same origin, they should be very easy to align ingame- 0 0 0. I haven't been able to check against MD2 loss, because we don't have moving mapmodels, but to the best of my knowledge all the faces are still going to come together. I've been doing my best to do all the model editting in one go, to prevent loss.
I expect to have something semi-publishable this afternoon. If someone could write a hack for me to test this stuff one that'd be great.
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