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Postby leileilol » Mon Jan 17, 2011 11:12 pm

He doesn't have to if he doesn't use the old 1.01 GPL progs base.

inb4 'make minecraft portable for the psp' ill-fated requests
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Postby frag.machine » Mon Jan 17, 2011 11:49 pm

Impressive. How well is Darkplaces dealing with such massive number of non-vised .BSP models ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Arkage » Tue Jan 18, 2011 1:19 am

Yea, I used Ender's scratch code for the defs and required functions and pretty much the rest is custom. So from what I understand I don't have to release the source but I plan to, only fair.

inb4 'make minecraft portable for the psp' ill-fated requests

That actually alivetes most of my concerns about releasing it.

Its handling it better than I expected on the first image of the house i was getting about 13 fps, for what it is its still playable at that. I can't remember but it think the sever crashed due to running out of edicts at about 25000 or 30000 blocks. Oh and the blocks are .objs.
Darkplaces is nice for getting things working quickly.

I'm gonna try and make a block type that will scales the walls of map and grow sorta like a skin, the map will be smaller but I think it would be a cool effect. Maybe even export it to minecraft.

Also a grunt left the tap on in e1m1 :)
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Postby Downsider » Tue Jan 18, 2011 1:36 am

Ouch. If you want to do something like Minecraft, you need VBO's for the entire scene, not each block.
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Postby Arkage » Tue Jan 18, 2011 1:45 am

No I meant to just use this to make a shell of the map and use a script to rebuild it in mine craft. it would be a kinda neat way to make building for minecraft.
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Postby Downsider » Tue Jan 18, 2011 3:32 am

Arkage wrote:No I meant to just use this to make a shell of the map and use a script to rebuild it in mine craft. it would be a kinda neat way to make building for minecraft.


Oh. I thought you were making a game based around the concept, but converting BSP's into Minecraft levels is cool too.
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Postby leileilol » Fri Jan 21, 2011 9:48 pm

You can't have Darkstalkers without the most influential slut in fighting game history. Everyone knows who this is.

Image

This is only a few hours of work (of adapting leilei/felicia mesh as a base), she's supposed to have ears and green hair... not to mention her face is too happy looking, lol.
I have a habit of doing UVmaps early and painting early so I can prototype the skin colors early. Intended for a overbrighting renderer, it's actually way too bright so i'll need to bump up the contrast and make her darker.

When she's finished, i'll start lilith who should be nothing more than a hair trim, a size adjust and a chest collapse. Not only that, but Q-Bee is only just a few mesh operations from this point as well. Strange how the most popular female characters in the series are the easiest to do, though some males follow a similar progression chain with common body shapes (Demitori -> Victor -> Pyron -> Anakaris; Jon Talbain -> Rikuo -> Sasquatch; Donovan -> Lord Raptor -> Jedah) but like leilei, the most asian of the bunch Bishamon will be the most difficult to do
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MORGAN!

Postby Mad John » Sat Jan 22, 2011 1:41 am

Hello i am new here it IS MORGAN!!! my fav is Baby Bonny hood
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Postby ceriux » Sat Jan 22, 2011 3:54 am

(about chasm) the only time i get low frame rates is when theres a large amount of water flowing (or maybe on screen dunno) other than that it runs pretty damn good.
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Postby dreadlorde » Sat Jan 22, 2011 8:38 pm

Someone should make a model of Bridget for OA.
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 Team Xlink » Sat Jan 22, 2011 9:19 pm

Image

Finished my particle engine.

Image

I'm going to remake it though.
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Postby leileilol » Sun Jan 23, 2011 1:15 pm

ok a update on MORGAN!!!!!!
Image

i'm trying is the make of the VAMPIRE looking, not the make of how tatsunoko vs. capcom and marvel vs capcom 3 looking. knowing... this one

Image
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Nice!

Postby Mad John » Sun Jan 23, 2011 1:42 pm

Nice work there can you tell me what do you use to model?
I use milkshape to model and blender to animate[don't know how to use blender for modelling]
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Postby leileilol » Sun Jan 23, 2011 1:46 pm

Blender to model, Blender to UVmap, blender to animate, blender to texture, blender to export...
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Oh!

Postby Mad John » Sun Jan 23, 2011 1:49 pm

Well which is easier ms3d or blender if blender then well i will learn how to do it! but blender 2.5 have no mdl export...
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