Search found 35 matches
- Sun Apr 07, 2013 2:34 pm
- Forum: General Discussion
- Topic: Jedi Outcast/Academy source code releases
- Replies: 12
- Views: 10721
Re: Jedi Outcast/Academy source code releases
I'll see if James still has fontgen code/binary anywhere. I'd be surprised if a binary wasn't included in the JK2 and/or JA SDK though.
- Sat Apr 06, 2013 7:57 pm
- Forum: General Discussion
- Topic: Jedi Outcast/Academy source code releases
- Replies: 12
- Views: 10721
Re: Jedi Outcast/Academy source code releases
Here's a tag for Visual Studio 2010 solution+projects with all of the errors/warnings fixed for JAMP: https://sourceforge.net/u/richwhitehouse/jediacademy/ci/bffd8a0a12206d5bcc043d14bda261edbfb7d1e1/tree/ I'd recommend starting from that instead of going back to old versions of MSVC. It also makes m...
- Mon Jan 14, 2013 8:45 pm
- Forum: Modeling
- Topic: Blender-to-Blender-to-Noesis-to-Q2: how to animate?
- Replies: 17
- Views: 15008
Re: Blender-to-Blender-to-Noesis-to-Q2: how to animate?
I've managed to setup a workflow of sorts for getting Blender files into Quake 2. 1) Create the model in Blender 2.63 2) Export it as a .obj 3) Import it into Blender 2.49b 4) Export as .mdl 5) Convert .mdl to .md2 using Noesis Unfortunately my md2s are just a single frame, which results in spam er...
- Thu Apr 28, 2011 3:29 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 116083
Good work in taking initiative on this, Chip. Site looks fine to me. I don't see as the theme/look/etc. matters in any way, so long as it facilitates the posting and sharing of Quake-related content by numerous authors. To that end, if there isn't anything like this planned already, there ought to b...
- Thu Jan 20, 2011 11:35 pm
- Forum: Tutorial Help
- Topic: per polygon hit detection tutorial?
- Replies: 20
- Views: 19868
No, he has EVERY right to be so hard on himself! The code is terrible. It transforms every vertex individually into worldspace (actually multiple times for most vertices) for every traceline. Whereas all you actually have to do is, like he said here, inverse-transform the trace line segment once, t...
- Sun Jan 16, 2011 4:37 pm
- Forum: Modeling
- Topic: Daikatana Pre-Alpha model and texture formats
- Replies: 2
- Views: 2180
2 people have linked me to this thread, and I was too lazy to do anything about it, hoping someone else would be less lazy. I see no one else has been less lazy, though. I might do a quick Noesis plugin for this later on this week, will post it here when it's done. Although I have 50 things on my to...
- Sun Jan 16, 2011 4:33 pm
- Forum: Tutorial Help
- Topic: per polygon hit detection tutorial?
- Replies: 20
- Views: 19868
Oh man, that thing. No one should ever use that. Just don't. I was retarded when I wrote it. Cost of per-triangle collision on stock Quake models is completely trivial even without any kind of tree, and would run just fine on a PSP, if done right. You need to use a proper world space inverse matrix ...
- Wed Dec 29, 2010 2:54 pm
- Forum: News & Announcements
- Topic: News - Model converter with extensive Quake support
- Replies: 36
- Views: 33827
Yeah, when I tried that it showed up without animation, but most likely that's something I'm doing wrong with the export options. Believe it or not I had all this crap working with a convoluted workflow using Quick3D/Qme, full of hidden minefields that would corrupt the mesh, texture or changeover ...
- Wed Dec 15, 2010 11:36 pm
- Forum: News & Announcements
- Topic: News - Model converter with extensive Quake support
- Replies: 36
- Views: 33827
And I've just made a pretty big update to the PSK+PSA plugin. As well as some other random fixes while I was at it. Apparently not only can PSK/PSA not have more than 1 root bone, they also need to have all children in hierarchical order. I also noticed that Gildor's importer was screwing up the nor...
- Fri Dec 10, 2010 5:52 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24405
- Fri Dec 03, 2010 11:15 pm
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24405
I guess we are deviating a bit from the real point of the discussion. I never said it was impossible to support HL BSP in Quake; it's already done (in a partial way) by Baker and others in a number of engines. The point here is: a) it's a partial support, and doing a full implementation is not that...
- Fri Dec 03, 2010 12:35 pm
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24405
Though it's not actually very related to HL being based on Quake, I maintain that supporting HL BSP in a Q1 engine is a completely trivial task, because most of the core data structures are identical. The only structures I'm not directly familiar with are the ones used exclusively for hull/clipping ...
- Fri Dec 03, 2010 4:59 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24405
The HL BSP also uses plane pairs as in Quake2, and uses the fourth hull for crouching. Plus a few minor changes: different bboxes for the clip-hulls and a few limits are higher (e.g. size of entities lump). Yeah, I'd actually noticed the plane pairs while I was reversing the formats. But I wouldn't...
- Fri Dec 03, 2010 4:14 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 62371
The hardware skinning support is said to be awful, just like the hardware clipping. Haha, pretty much every major commercial title on the platform with skeletal models+animations has utilized hardware skinning to great effect. Just look at God of War, Dissidia, or any other title which transforms 3...
- Thu Dec 02, 2010 9:59 pm
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24405