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16
Artwork / Re: New Effects Showcase
« on: October 06, 2010, 09:02:52 pm »
Looks really good. Finally got to try out 2.4 today and the new sounds and effects are all awesome :D

17
Artwork / Re: New Rocket Launcher
« on: September 23, 2010, 11:36:52 pm »
Ah you are right, works fine in gimp ;D thanks m8

18
Artwork / Re: New Rocket Launcher
« on: September 23, 2010, 09:46:48 pm »
I cant save alpha channel on pngs, only transparency, and I cant edit that seperately like a alpha channel

I can create a alpha channel for a image in photoshop, but when saving as png it wont work for the transparency, it will be discarded.
There is no option for saving with alpha.

ps cs2 btw

19
Artwork / Re: New Rocket Launcher
« on: September 23, 2010, 04:47:50 pm »
Yea its not a exporter problem or anything :)
Is there a way to manipulate the transparency channel in a png seperately?, I dont see how its possible to work with it, exept for ...transparency related stuff :P

20
Artwork / Re: New Rocket Launcher
« on: September 23, 2010, 11:48:03 am »
I used tga because i cant save pngs with an alpha channel, wich is needed for specular maps.
Feel free to convert them to png's though, I didnt save alpha channels so just wasting space right now :P
I will try to keep files that dont need alpha channels as png in the future.

21
Artwork / Re: New Rocket Launcher
« on: September 22, 2010, 10:58:59 pm »
Should work, though I think the md2's still need to be compiled for correct lighting. (textures might be too bright after this, they were really dark when I tested so i upped brightness 25% for all diffuse textures.)
Edited textures a little to make them stand out more from afar, and I havent tested the normals or specular maps in game, since they dont seem to work for me :(

All textures are 512x512 for now, though ammo probably only need 256.

structure and model names set up to replace the old rpg for now.

Would appreciate if someone with working normal maps could post some ingame shots :)

22
Artwork / Re: New Rocket Launcher
« on: September 20, 2010, 10:00:12 pm »
Thanks. Getting it done tomorrow :)

23
Artwork / Re: Character animations
« on: September 14, 2010, 11:23:04 am »
I use max with the md2 export plugin found on Svn (I think :P), The md2s export just fine but the game crashes giving the error that modelname.md2 contains too many or no frames.
I did a quick search on on md2 limitations and found the number 512 mentioned as maximum frames, I assumed this to be correct.

I havent done any trial and error to see if i can get more frames in though, I should try exporting 513 and see what happens.

the frame number I tried exporting when i first noticed this was 800 something.
Its not a huge problem though, as the engine seems to interpolate between frames, when running animations at lower framerates with a lower number of frames.

I ran most animations at 30 fps during my initial tests, and that seems to be the cause of the missing interpolation I mentioned in a earlier post. (I guess the interpolation was still there, just going really fast?)

scaling down the animation times and running at 10 fps, makes the game interpolate. Just need to tweak the key frames a bit, as a few things can get lost as I scale the time.

Im not sure md3 supports animations in the engine.

edit: btw I'm also adding wakeup animations as requested. (im not sure if I should use a generic one for all wakeups though or one for each type of death.)

24
Artwork / Re: Character animations
« on: September 13, 2010, 01:55:22 pm »
Mostly done now, still need 2 death and the panic animation. However I realized too late that md2's can only contain 512 frames, so i nee to rescale and tweak the whole thing so will take a bit longer.

25
Artwork / Re: Character animations
« on: September 12, 2010, 01:33:54 am »

this is lerped (linear interpolation of the vertices)


Alright, I dont know how to get it back though :(


which remind me - it should be cool if you could do a stand up animation for the three death end positions. because we are able to revitalize an actor when it was stunned)


yea should be doable.

I really dont understand the weapons thing. as you said it should only be related to weapons, and i havent changed any of them.

26
Artwork / Re: New Rocket Launcher
« on: September 11, 2010, 11:04:45 pm »
I can do it if i get the 3d files in obj format.

27
Artwork / Re: Character animations
« on: September 11, 2010, 10:16:42 pm »
I hope to finish the remaining animations some time tomorrow, will upload all then :D

28
Artwork / Re: Character animations
« on: September 11, 2010, 08:50:47 pm »
Thanks mate. The link seems to be for some glsl patch though? edit: oh comments :P

Where can i get ufomodel?

29
Artwork / Re: Character animations
« on: September 11, 2010, 07:05:16 pm »
Alright im making pretty good progress by now, only missing grenade, item, dual, melee, and death anims.

again there are a few odd things I have noticed.

The old models seem to have a transition animation from standing to crouched. I cant find this in the .anm file though, so my models instantly snap from standing to crouched. Anyone know whats up with that?

Another thing is that weapon fire effects dont come from the weapon, they seem to come from slightly behind the model.
I thought this might be a missing tag (tag_muzzle) but this tag seems to be only needed for weapons, and no change happens.

I really need to know what the .mdx was for, found some info on these boards mentioning them being compiled from the .md2.
I still couldnt find out exactly what they do or how to compile them. I guess this might be related to above issues?




30
Artwork / Re: Armor model updates
« on: September 08, 2010, 04:07:01 pm »
I will see what i can do about that.

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