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Re: What are you working on?

Postby taniwha » Fri Feb 15, 2013 8:28 am

frag.machine wrote:Finally found a program I felt "natural" for free hand drawing.


Is that opposed to expensive hand drawing, or trapped hand drawing? ;)

Yeah, I know you meant freehand. :)

Don't you just love compound nouns? :P
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Re: What are you working on?

Postby frag.machine » Fri Feb 15, 2013 2:45 pm

taniwha wrote:
frag.machine wrote:Finally found a program I felt "natural" for free hand drawing.


Is that opposed to expensive hand drawing, or trapped hand drawing? ;)

Yeah, I know you meant freehand. :)

Don't you just love compound nouns? :P


Heh, to someone like me who's English is not the first language, this can be hard to notice.
But thanks for the tip anyway. :)
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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Re: What are you working on?

Postby taniwha » Sat Feb 16, 2013 4:31 am

It can be difficult for natives, too.
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Re: What are you working on?

Postby leileilol » Sun Feb 17, 2013 7:24 am

I played with Taniwha's mdl exporter in some Blender 2.65 and I love the results!
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Re: What are you working on?

Postby taniwha » Sun Feb 17, 2013 9:23 am

Nice :) (both the model and the feedback, thank you).
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Re: What are you working on?

Postby leileilol » Sun Feb 17, 2013 5:27 pm

Sure wish it were easier to replace the palette, though. Like with a little tiny command-line binary that reads the lump given and exports a quakepal.py file.
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Re: What are you working on?

Postby taniwha » Mon Feb 18, 2013 1:33 am

Replacing the palette for the import and export (particularly export)? I can do something about that.
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Re: What are you working on?

Postby taniwha » Mon Feb 18, 2013 5:35 am

How about an optional "palette.lmp" field in the QF mdl panel? Unspecified would use the palette in quakepal.py, but otherwise the specified file would be used as the palette source (probably just raw (like PALETTE.lmp). The only problem I foresee with this is specifying the palette on import (maybe a field in the file panel?).
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Re: What are you working on?

Postby leileilol » Mon Feb 18, 2013 3:35 pm

That could work.

Also did you ever look into Hexen II's MDL format changes?
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Re: What are you working on?

Postby taniwha » Tue Feb 19, 2013 2:50 am

Hexen? No, I haven't looked at much of anything to do with hexen (I very much want to check out the games themselves, though).

It turns out that blender won't let me specify a palette for import the way I wanted to (can't have nested file browsers), but I've already started on external palette support.
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Re: What are you working on?

Postby Barnes » Thu Feb 28, 2013 10:05 am

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Re: What are you working on?

Postby leileilol » Mon Mar 04, 2013 12:24 pm

Image

Optimizing by remodeling!
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Re: What are you working on?

Postby revelator » Fri Mar 08, 2013 6:07 pm

this https://sourceforge.net/projects/cbadva ... s/sikkmod/

brought the scare back to Doom3 :) its dark and very very detailed.

You can update your doom3 installation with this after the 1.31 patch.

Warning mobility radeon cards especially the 4200 series cannot handle this and newer will in case you got one keep your old exe around cause if you use mine you will probably stall your PC :S
Later mobility series runs it ok though (yes i did test it this time... thanks to some guys with an abundance of laptops with ATI/AMD heh).

This version was optimized with the intel compiler if you wonder about the libipomd5.dll its intels high performance math library.

Some maps in the ROE expansion look really freakish now i actually suceeded in scaring myself and that takes quite something i might add hehe.

Its big but its worth it :)

edit dont download the sikkmod exe thats an earlier project, the update is in the 3 archive files. use 7zip to unpack them.

Image

oh btw speedwise it seems to do just fine :)

Image
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Re: What are you working on?

Postby leileilol » Wed Mar 13, 2013 2:06 am

new character texturing and still not uvmapped fully (ears arent)
blah
Image

I took this screenshot in 256x256 limits for mip bleed test purposes and 3dfx test purposes.
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Re: What are you working on?

Postby qbism » Wed Mar 13, 2013 3:59 am

reckless wrote:this https://sourceforge.net/projects/cbadva ... s/sikkmod/

brought the scare back to Doom3 :) its dark and very very detailed.

You can update your doom3 installation with this after the 1.31 patch.

Warning mobility radeon cards especially the 4200 series cannot handle this and newer will in case you got one keep your old exe around cause if you use mine you will probably stall your PC :S
My radeon 5650 crashes out right before the intro video, but it's overheated loads of times and lost some features. But the mod looks great when I use motorsep's dhewm3.
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