project-navigation
Personal tools

Author Topic: Animations  (Read 30861 times)

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #45 on: January 23, 2010, 07:54:24 am »
maybe you could have a look at this bugreport - the bloodspider model is in the svn (data_source) as blender model, too

https://sourceforge.net/tracker/?func=detail&aid=1738989&group_id=157793&atid=805242

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Animations
« Reply #46 on: January 23, 2010, 08:59:07 am »
maybe you could have a look at this bugreport - the bloodspider model is in the svn (data_source) as blender model, too

https://sourceforge.net/tracker/?func=detail&aid=1738989&group_id=157793&atid=805242

Will do.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #47 on: January 23, 2010, 10:03:43 pm »
that would be very nice thanks - quite an old bug but still alive in current trunk.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #48 on: January 26, 2010, 08:27:19 pm »
http://sourceforge.net/tracker/?func=detail&aid=2079024&group_id=157793&atid=805242

this is another animation bug - should be quite easy to fix for someone how knows a little bit about animation imo. would be nice if someone could have a look at this, too.

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Animations
« Reply #49 on: January 26, 2010, 08:49:17 pm »
http://sourceforge.net/tracker/?func=detail&aid=2079024&group_id=157793&atid=805242

this is another animation bug - should be quite easy to fix for someone how knows a little bit about animation imo. would be nice if someone could have a look at this, too.

I glanced at the models the game uses - The trees are made up of multiple MD2 files, but there aren't any TAGs or anything to keep them together - Is this intended or should TAGs be implemented for the trees?

If the answer is the latter, I'd be happy to create TAG files for the tree models.

As for the bloodspider, it's turning out to be a tad messy and will need some serious work on my part to find out exactly what's wrong with it.  I already tried just re-exporting it and that didn't work.  I'll probably have to check all the verts on it or something - I just hope the model isn't bad.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #50 on: January 27, 2010, 06:13:32 am »
i will think about the tag files, this currently isn't supported for misc_models but it sounds like it's the correct idea to fix problems like these for multipart models.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #51 on: February 21, 2010, 09:32:17 pm »
https://sourceforge.net/tracker/index.php?func=detail&aid=2079024&group_id=157793&atid=805242

tag support for misc_models in in our svn now - would be nice if you could take a look at the models and submit tag files for them.

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Animations
« Reply #52 on: February 25, 2010, 01:57:49 am »
https://sourceforge.net/tracker/index.php?func=detail&aid=2079024&group_id=157793&atid=805242

tag support for misc_models in in our svn now - would be nice if you could take a look at the models and submit tag files for them.

Aside from the trees, do we have any other misc_models that could use tags?

I'm also working on trying to make screen capture videos for tutorials on the TAG files, still working out some bugs and making things readable and such, as the last time I searched the net for MD2 tags and Blender I found very little - I hope to have something together soon for this project and others, so anyone else who wants to work with such files doesn't have to learn the hard way like I did.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #53 on: February 25, 2010, 06:54:59 am »
[...]the last time I searched the net for MD2 tags and Blender I found very little[...]

maybe that because only ufo:ai supports tags for md2 models ;) tags are in general part of a md3 model.

i can't think of other models that could use trees - as trees are currently the only animated-multi-level-models - for static models tags are not that important.

a tutorial about tag files would be cool. thank you very much.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #54 on: March 06, 2010, 03:55:48 pm »
any news for us? did you had some time to look into the animated palm issue?

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Animations
« Reply #55 on: March 07, 2010, 09:14:38 am »
any news for us? did you had some time to look into the animated palm issue?

I've added a TAG file for the animated palm in the trunk, IIRC the tag name for the model of the base of the palm tree is "tag_top" - please let me know if it works or not (or if it should be named something else).

I'm partway through getting a tutorial together.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animations
« Reply #56 on: March 16, 2010, 11:54:30 am »
please let me know if it works or not (or if it should be named something else).
Check with rev. 29019.
Unfortunately, they are somehow still out of sync.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #57 on: March 16, 2010, 12:24:54 pm »
i still have to update the maps with to use those tags.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animations
« Reply #58 on: March 16, 2010, 01:12:24 pm »
Sorry  ::)

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animations
« Reply #59 on: March 17, 2010, 07:14:32 pm »
Quote
R_ModLoadTags: found 100 frames in models/objects/vegi/palm_a/palm1.tag but model has 101 frames

Would be nice if you could have a look at that