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Postby blubswillrule » Thu Jan 13, 2011 7:01 am

leileilol wrote:looks like you're delivering a muffin on a tray with a butterknife stuck in it


sounds like a party to me!
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
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Postby leileilol » Thu Jan 13, 2011 10:30 am

anyway...... inb4 mvc3
Image

initial testing ingame so the joints are super jagged. skin's not even finished

despite that, the face turned out great really really really great

and before anyone complains about the unquakeness of this post...

Image

THERE! YOU HAPPY? SHE ISNT CUTE ANYMORE

this is why you should never model in thousands of polygons for a MDL (PSP kiddies take note. model in 200-800 triangle ranges instead for optimal performance AND appearance and rely on the skin for smaller features like eyes)
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Postby dreadlorde » Thu Jan 13, 2011 2:58 pm

mdl supports thousands of tris?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!
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Postby leileilol » Thu Jan 13, 2011 10:50 pm

yes

the low precision doesn't make it look good, though. nevertheless the call for people to raise mdl's vert/polygon limits in new standards seem to be dumbfounded despite the bad vertex quality

fyi that model is around 4450 triangles, most of the polygons are in the face as the eyes, eyebrows and mouth are individually modeled. Since I made her for a skeletal format in mind I can get away with that plus the vertex buffers and all sorts of T&L making her 4k polycount less troublesome. I can even drop a 20k tri LOD level in there and it won't hurt (except the integrated graphics with no real t&l - go upgrade already if you haven't) (AND EXCEPT THE PSP BECAUSE PSP SUCKS)

blender's game support is a trainwreck. the collada scripts aren't even fully functional - so much for a call for a decent exchange format. I still have to use MD5 to do a PSK.

though, with noesis, maybe I should try exporting an IQM then making that a PSK. IQM's probably the only skeletal model format Blender can export to properly since it wasn't coded blindly in the dark at a shot of saying 'ya blender can do that too lol go free software' then again it IS Blender - where 99% of the artists think a non-subdivided model is bile and should be destroyed, and triangles are vile and should be quaded, and uvmapping is a waste of time..... actual game-style modeling is rarely done there, so it really makes me feel alone in hitting 'new territory' when i'm trying to do game stuff in Blender
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Postby goldenboy » Thu Jan 13, 2011 11:56 pm

Splash Damage advertises Blender for gaming stuff.

http://wiki.splashdamage.com/index.php/ ... st_Terrain

Blender fans = OMG heresy.
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Postby leileilol » Fri Jan 14, 2011 12:11 am

.obj isn't a skeleton-animated format.
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Postby goldenboy » Fri Jan 14, 2011 1:39 am

right, I lack reading skills I guess.
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Postby ceriux » Sun Jan 16, 2011 2:01 am

once gain not worrying about wasting my time on textures and uv maps... ugly but get the point across i guess.

Image

Image
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Postby Arkage » Mon Jan 17, 2011 4:37 pm

Working on my entry for the turtle mod.

A clone of Minecraft creative mode.
Image

I'm pretty much finished.
So far I got the menus and hud done.
and different block types including active water and lava.

Image
Look familiar(ignore the house)?
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Postby scar3crow » Mon Jan 17, 2011 5:27 pm

That is the grassiest e1m1 I've ever seen Arkage.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Downsider » Mon Jan 17, 2011 5:48 pm

Now make it infinitely massive and you have a 100% moddable Minecraft clone that could be 100% more popular with the right mods. 8)
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Postby ceriux » Mon Jan 17, 2011 6:12 pm

aw... i think iv already been beaten...
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Postby Downsider » Mon Jan 17, 2011 7:21 pm

There's no such thing as winners or losers, only contributors <3
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Postby Hazematman » Mon Jan 17, 2011 8:59 pm

Awesome, Minecraft on quake! are you gonna release the source, becuase I would want to try and implement survival mode?
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Postby ceriux » Mon Jan 17, 2011 11:05 pm

i think he has to release the source.
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