Know what i would like to see?
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ceriux wrote:personally i think external wad support can be done with out. cause the texture can be compiled directly into the map.
Yes, the format support both modes, but from what I remember no SP map in HL does in this way. Can't say about DM maps though.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
If I remember correctly, IQM isn't hard to support in the engine at all. ISTR mh saying the loader was boneheadedly simple or something like that.
IQM models can be used just like mdl from the qc side, but have a few advantages that can come into play elsewhere. As well as less vertex drift, to my knowledge.
Plus they keep the bones, so down the line someone can easily add new anims etc. even without having the source.
IQM models can be used just like mdl from the qc side, but have a few advantages that can come into play elsewhere. As well as less vertex drift, to my knowledge.
Plus they keep the bones, so down the line someone can easily add new anims etc. even without having the source.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
frag.machine wrote:ceriux wrote:personally i think external wad support can be done with out. cause the texture can be compiled directly into the map.
Yes, the format support both modes, but from what I remember no SP map in HL does in this way. Can't say about DM maps though.
Well as I said, WAD has been supported for 9 years...
- Tomaz
- Posts: 67
- Joined: Fri Nov 05, 2004 8:21 pm
goldenboy wrote:If I remember correctly, IQM isn't hard to support in the engine at all. ISTR mh saying the loader was boneheadedly simple or something like that.
IQM models can be used just like mdl from the qc side, but have a few advantages that can come into play elsewhere. As well as less vertex drift, to my knowledge.
Plus they keep the bones, so down the line someone can easily add new anims etc. even without having the source.
I read the IQM format is "in flux" --- is this still true? The source files are C++ (I would guess LH's implementation is in C).
I have a lot of interest in the IQM format. I think a universal better format would be great. Is it possible to control things well using non-CSQC? I don't understand things like .framegroup files [I understand the idea of them, I know nothing about the implementation] and all that and at the moment I'm a bit preoccupied with projects.
What would be great would be say, some small "kit" with:
1) A Blender source file
2) Info on how to compile or export to IQM
3) Some progs.dat + qc source for DarkPlaces demostrating usage (without requiring CSQC if that is even possible).
4) An example of a Quake replacement monster that doesn't even require custom QuakeC. In my head, I'm thinking like that Unreal .psk scary Shambler made a couple of months ago. It was drop and go in DarkPlaces.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker wrote:I read the IQM format is "in flux" --- is this still true? The source files are C++ (I would guess LH's implementation is in C).
I have a lot of interest in the IQM format. I think a universal better format would be great. Is it possible to control things well using non-CSQC? I don't understand things like .framegroup files [I understand the idea of them, I know nothing about the implementation] and all that and at the moment I'm a bit preoccupied with projects.
What would be great would be say, some small "kit" with:
1) A Blender source file
2) Info on how to compile or export to IQM
3) Some progs.dat + qc source for DarkPlaces demostrating usage (without requiring CSQC if that is even possible).
4) An example of a Quake replacement monster that doesn't even require custom QuakeC. In my head, I'm thinking like that Unreal .psk scary Shambler made a couple of months ago. It was drop and go in DarkPlaces.
To my knowledge, "version 1" of the format is now final. I should hope that if any more changes are made, a version update will be performed. But more than that, I would hope they would just utilize the format's "extension" block.
Have you seen this? http://lee.fov120.com/iqm/
The existing kit doesn't contain anything engine-specific or even Quake-specific to my knowledge, though it does include the file spec and an example implementation in a viewer, as well as a Blender exporter. I think for testing purposes you should be able to simply direct one of the Quake monsters to the example IQM instead of its MDL, and that'll do it. Assuming the scale is already something sane in Quake units. (you won't get matching animation frames, but will nonetheless be able to see the model animating using the intended frames of the monster)
The source code for the Noesis IQM plugin is also included in the Noesis distribution, which you might find more concise/friendly. It also more correctly handles all data types on load, and doesn't depend on bones being loaded in order of hierarchy dependence for transforms to work properly. (last I checked, the example viewer was broken on both of those fronts, but it may be fixed by now)
I also actually know nothing about the DP implementation in particular, and LordHavoc or eihrul would be the ones to ask about that. Probably more LordHavoc when it comes down to how things are implemented and controlled game-side.
- Rich
- Posts: 35
- Joined: Tue Nov 02, 2010 3:46 am
I've poked around that site and the kit file, but not in depth. I did take a look at the source file. If Xonotic uses the format at all, maybe that is where I should look for an actual example for usage with DarkPlaces.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
I think using valves format is a bad idea. I remember about 7 years ago valve threatening a fan for working on an engine that supported their file types.
Didn't hammer used to support quake and was free?
I think instead of supporting valves file types it would be better to start an open source project for simple modding tools.
Is blender any good?
Didn't hammer used to support quake and was free?
I think instead of supporting valves file types it would be better to start an open source project for simple modding tools.
Is blender any good?
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metalmodman - Posts: 50
- Joined: Mon Jun 08, 2009 4:58 am
goldenboy wrote:Also, Scourge of Armagon does "decals", I think.
I will check that right now.
Man, this reminds me that i wanted to make an Addon for Quake years ago, a completely nonsense addon with some crazy insane things on it, it should be called "Sausage of Armacron".
But i didnt finished it cause my graphicscard broke in the summer holidays of 2006.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
Re: Know what i would like to see?
Ranger366 wrote:Xash3D (GoldSrc Engine built "from Scratch" by Uncle Mike)
What's this? When I google all I see is a bunch of Russian.
- Swift
- Posts: 60
- Joined: Tue Jan 26, 2010 11:02 am
it's probably just derivative from the old hl2 beta source leak falsely claimed from scratch (which wins so much woos from the gullible and oblivious of console modding communities)
its not like some guys from russia never did that before with perfect gpled recreations of q3 and quake sources... oh wait
its not like some guys from russia never did that before with perfect gpled recreations of q3 and quake sources... oh wait
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
http://am.half-lifecreations.com/forums/index.php?topic=535.0
Download link is dead.
Eh. Care to comment OP?
Hi. I want to show a very interesting engine Smiley.
Xash a separate engine. Now at the stage of beta.
One of its features, support for half-life client, server, models, sounds, sprites e.t.c.
Map format: q3bsp
Included as a port SoHL 1.7, Xash, Blue Shift mods and source code.
Before starting, be sure to copy the folder valve (your half-life) folder, sounds, gfx, models, sprites and wad textures (cached.wad, decals.wad, halflife.wad, liquids.wad, xeno.wad), in xash valve follder.
Download link is dead.
Map format: q3bsp
Eh. Care to comment OP?
- Swift
- Posts: 60
- Joined: Tue Jan 26, 2010 11:02 am
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