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Cagelight

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Posts posted by Cagelight

  1. I don't suppose you'd consider releasing source for this map? I always enjoy poking around map sources, and also recompiling them with higher lightmap resolution (with a JA modded to be able to use such). Thanks for your hard work, especially so long after this game's release, it makes me incredibly happy to see big maps still being made.

    Aldro Koon likes this
  2. The problem is that the GLM importer at the moment does not preserve normals, a very old problem from long before I started working on it, I might be able to fix this eventually but for now the normals must be manually repaired using a Data modifier on the meshes referencing a disabled, combined version of the model. It's kind of an advanced topic in Blender and I've never been good at describing things. It should end up looking like this though: https://jkhub.org/images/HO0FZx6.png

    Noodle likes this
  3. One issue I see is the flag doesn't show now, despite it being enabled.

     

    It seems there's a bug with the iframe link generation. Will be fixed shortly. In the mean time simply find "enableGeoIP" in your generated iframe link and set it from false to true manually.

  4. I'd just like to point out in case you weren't aware, ParaTracker does offer a JSON option for high degrees of customization if you're feeling up to it. The lack of the need to refresh makes it fairly straightforward.

  5. would the bullet physic engine be able to do particle physic like snow and rain or any other stort of effect there use tiny small physic particles and also destroying walls and what else there could be a option for it to be used hope that was a bit more clear :)

     

    I don't think bullet would be very useful for a particle system, simply the wrong tool for the job. I would like to see the particle system improved though it's not very high on my list to be honest. As for destruction, better breakables is something I want to tackle at some point. It should be fairly easy to procedurally generate chunks by adding disecting planes to the brushes.

  6. Oh no.... Is It MP support only?

     

    Unfortunately yes, I've completely removed the SP component from the project. It's just not worth it having to maintain two entirely independent codebases.

    If it's any consolation, NAB622 wants to restore a lot of the SP functionality into MP so that the campaign is playable in MP. (Synergy/Sven Co-op style)

    Tompa9 likes this
  7. So please tell me this can give us true Rope physics... swinging from ropes, grappling hooks, tow cables, etc.?

     

    If so, I will help you modift a T-47 model and I have Duncan's original AT-AT 3ds Max files.

     

    Yes, ropes and grappling hooks are very doable, I know exactly how I'd implement that.

    Generally speaking, if Garry's Mod can do it, I can do it as well.

     

    Unsure about getting a snowspeeder to be able to take down an AT-AT... Would be amazing, can't promise that though.

    ent likes this
  8. So are you using the Ghoul2 collision detection at all? Will this eventually replace the current ragdoll physics on player/vehicles/NPC models?

     

    No, at the moment Ghoul2 is not being used for physics. I would love to integrate Ghoul2 into the physics eventually, but it's no small task. I got a whole lot of other things I want to do too.

  9. This is some pretty impressive work. Does it network well in multiplayer (ie no lag)? Is player collision tied to the boxes too? (ie, can you stand and jump around on them?)

     

    At this very moment, client prediction is broken. I know exactly what I need to do to fix it however so it's not really an issue. (it'll take a bit though)

    Players have been moved to the physics engine entirely, so they get the full range of interactivity that would be expected. That includes standing on them, pushing them, having them push you on impact, etc.

  10. But in @@NAB622 's original post he stated:

     

    So it should clarify static models only.

     

    Oh I see, I didn't notice that. Sorry for confusion, he must have misinterpreted me. I'll get him to edit that later.

     

    The MD3 format specification is publicly available... some Blender coder can create a proper MD3 exporter with the exact same features @DT85 and I put in our 3dsMax exporter (i.e., custom vertex normals, etc.) 

     

    That would be great. I'm neither a modeler nor a python programmer though so I'm unlikely to ever get around to it, especially with all the other stuff on my plate.

    Archangel35757 likes this
  11. Does OBJ support vertex animation?

     

    According to the original .OBJ specification it doesn't support animations natively.

     

    It seems Blender 2.63 uses a modified (non-standard) .OBJ format... where it can export animations in .OBJ, with each animation Frame being its own complete .OBJ.

     

    I'm not sure this is more efficient than the MD3 format. In my opinion there is nothing wrong with the .MD3 format. The new v2.2 3ds Max .MD3 exoprter properly fixes and creates optimized MD3 models.

     

    Other 3D packages likely do not support this modified non-standard .OBJ file format.

     

    OBJ is not intended to replace MD3, especially for things like that. OBJ is mostly only for props and basic meshes, as it's a way more friendly file format to use with modern software.

    Even if this 3ds max plugin works great, 3ds max is proprietary, costs money, and is Windows-only. (three deal breakers for me)

  12. Maybe i am wrong but... it could be use for better ragdoll for the game.. this box physichs... I am immpressed.. 

    Is it possible to change the look of these cubes to the rocks or othere small props?

     

    Any triangulated OBJ model will work. Each subobject in the OBJ model will be given its own convex hull shape in the rigid body, allowing the concave collision you see in the video. The shader used by the subobject is determined by the usemtl field.

    Here you can see the two test objects used in the videos for reference: https://github.com/cagelight/jaownt/tree/master/base/models

    Any decent modeling program should be able to export OBJ, it's a pretty common format these days.

    DarthDementous likes this
  13.  

    How.....subtle of you. XD

     

    Should totally do it under the guise of finding all the bugs in the modified source code. In fact, that wouldn't be a bad idea, since Phred told me multiple times how good TPCv3 was at finding bugs in the Lugormod code.

     

     

     

    WELCOME TO THUNDERBOME, DITCH!

     

    Suuuure, finding bugs. I'm more concerned with creating the funnest most interactive map ever, without an entity limit, assuming it can be removed, which I'm sure it can.

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