Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 185
  • 186
  • 187
  • 188
  • 189
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Micky C 

  • Honored Donor

#5581

I imagine Gambini wants to keep the main directory clean and concise.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5582

Zip files.
2

User is offline   Danukem 

  • Duke Plus Developer

#5583

View PostHendricks266, on 06 February 2017 - 03:05 AM, said:

Zip files.


It's a nostalgia thing. He wants the file types visible in the directory be ones that would have been distributed with a Duke mod in 1998.

Out of curiosity: what does prevent files with certain extensions from being loaded from a GRP?
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5584

View PostTrooper Dan, on 06 February 2017 - 11:10 AM, said:

It's a nostalgia thing. He wants the file types visible in the directory be ones that would have been distributed with a Duke mod in 1998.

I have no sympathy for that rationale. It's like Beta Bryan demanding that the Bombshell prequel come in a big box and run on DOS. You're already using Polymost, 3D models, and a source port. Deal with it.

I probably shouldn't tell you this, but you can rename a .zip file to .grp and the game will not know any difference from it being named .zip.

View PostTrooper Dan, on 06 February 2017 - 11:10 AM, said:

Out of curiosity: what does prevent files with certain extensions from being loaded from a GRP?

Good question, since zip files go through mostly the same handling as GRPs. I recall working with the code that caused this at some point but I don't remember the details. It's just another artifact of the complexity of code written by amateurs 20 years ago and with 20 years of functionality bolted on also by amateurs without proper redesign and cleanup over time.

At some point when I revisit that code once and for all I will fix it, because there is no reason that it has to be this way.
0

User is offline   Gambini 

#5585

Dan is right but i can live with renaming the extension for now!

Now i have two new questions:

How i can reduce the mouse speed in 2d mode? it´s crazy fast (ok, i have a fast mouse of which i had to reduce the speed in windows) but in 2d mode it´s still factory speed. Mapster32.cfg has only the option to reduce 3d mode sensibility.

And the other and more important: how i can create an autoexec.cfg or something similar for mapster? everytime i launch it i have to type manually things like r_usetileshades and other specific visual values. Adding those commands to mapster32.cfg doesnt work, they get deleted every time the tool is launched.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5586

1. Is the mouse cursor movement correct for EDuke32's in-game menus? If so, I will replace Mapster's mouse handling with it.

2. m32_autoexec.cfg
1

User is offline   Gambini 

#5587

nothing happens when i move the mouse on eduke32´s menus

Thanks for the tip about the cfg, that will save me years of typing!
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5588

Are you using the latest EDuke32?
0

User is offline   Gambini 

#5589

No. I have the latest eduke32 installed, but mostly i use the build on which TX introduced usetileshades. As for Mapster32, i use the one from the same snapshot from 5/16/2013 as i know it´s a safe version that doesn´t mess my maps. The latest version runs like crap for me, takes ages to start and to switch from 2d/3d and controls are changed (for example, i can´t drag vertexes or sprites with the left button anymore). Mind you, i have a core i5 6770 16gb and GTX 1060 6gb ddr5, so it´s not a hardware thing.

This post has been edited by Gambini: 07 February 2017 - 03:10 PM

0

User is offline   Gambini 

#5590

How do i know the name of a set of frames of a md3 file?

I have mistif model 3d, and npherno´s md3 compiler.

nevermind!! it´s a good luck charm to ask questions on a forum, as soon as i make a post i find the solution by my own! :P

This post has been edited by Gambini: 10 February 2017 - 09:47 PM

2

User is online   Mark 

#5591

Even though you figured out the answer yourself you should still post the solution in case other people run into the same issue.
0

User is offline   Gambini 

#5592

You´re right. The thing is that i didn´t find a cohesive solution. I just realized that all models i exported from 3d Studio Max 2014 are named AnimFrames00, while as the ones i exported from Mistif Model 3d None00. I assumed then that animated models would have their frames named after those, and it worked. But I´m still unable to see each frame´s name.
0

User is offline   Danukem 

  • Duke Plus Developer

#5593

View PostGambini, on 11 February 2017 - 07:51 AM, said:

You´re right. The thing is that i didn´t find a cohesive solution. I just realized that all models i exported from 3d Studio Max 2014 are named AnimFrames00, while as the ones i exported from Mistif Model 3d None00. I assumed then that animated models would have their frames named after those, and it worked. But I´m still unable to see each frame´s name.


Run NPherno's MD3 Compiler (MD3Compile.exe), then load objects. Once loaded, check the scroll bar at the bottom of the display window. It will show the name of the currently displayed frame.
1

User is offline   Gambini 

#5594

Unfortunately, that doesn´t happen in my end. And now that i made a clean-up i´m having problems to know the names again. When I click on the frames, the box where the frame name should be displayed reads nothing at all.
0

User is offline   Tea Monster 

  • Polymancer

#5595

It may be blank, as in "". I've seen that once.
0

User is online   Mark 

#5596

If its blank with quotes can you put in your own name now?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5597

You can always edit the names, such as in NMD3C. Unmodified, you would need to specify a frame name of "" your defs, though I don't know if we currently accept that as sane input.
0

User is offline   Gambini 

#5598

I can now explain my solution: I exported from 3d Studio max 2014, but then i open and save the model (without doing anything else) with Mistif Model 3d. This turns all frames of an animated model into AnimFramexx (where xx are numbers), in case the model has a single animation, it´s turned to None00. Def files are case sensitive, mind you.
0

User is offline   Gambini 

#5599

Is there a def command such as zadd but for adjusting angles?

My model gets exported facing 90 degrees to the right no matter what i do, it´s most likely a problem in the 3dstudio md3 exporter plugin, but there is no way to fix it.
0

User is online   Mark 

#5600

Using con is the only way I am aware of. Do you mean even if you rotate the model 90 degrees before exporting it still turns out wrong? That sucks. I think rotating it after it been converted to m3d doesn't work when it has animations. But what if you rotate it before converting to md3. I'm assuming you still have the 3ds version

This post has been edited by Mark.: 11 February 2017 - 06:39 PM

1

User is offline   Gambini 

#5601

The problem is that i export from three tools during the process. Rotating in XSI doesn´t work (it already faces north). Rotating it in Max doesn´t work either (also faces north). In Mistif Model 3D it already displays facing right, but rotating it doesn´t help unless I edit all the frames to match the transform.

This post has been edited by Gambini: 11 February 2017 - 09:04 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5602

Is there not an "angoff"?
0

User is offline   Danukem 

  • Duke Plus Developer

#5603

View PostHendricks266, on 11 February 2017 - 10:31 PM, said:

Is there not an "angoff"?


There is, but it would be more convenient if it were in the def language for models, rather than just being a CON command. There is angadd, but it applies only to hud models. So, if you want a model with incorrect rotation to look in mapster as it will in-game, then you are out of luck.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5604

Ahh, angadd is what I was thinking of.

Ideally, the problem would be fixed in the MD3 itself, instead of having EDuke32 perform an online correction.

We need a newer model format.
0

User is offline   Danukem 

  • Duke Plus Developer

#5605

View PostHendricks266, on 11 February 2017 - 10:41 PM, said:

Ahh, angadd is what I was thinking of.


There is an angoff command, but as I was saying it's a CON command. It does the job but it's not convenient for mappers. It gets worse if the model is using a clipshape, because then the model in the clipshape map has to be turned sidewise relative to the clipshape sectors in order for it to clip correctly in game.
0

User is online   Mark 

#5606

View PostGambini, on 11 February 2017 - 09:03 PM, said:

The problem is that i export from three tools during the process. Rotating in XSI doesn´t work (it already faces north). Rotating it in Max doesn´t work either (also faces north). In Mistif Model 3D it already displays facing right, but rotating it doesn´t help unless I edit all the frames to match the transform.


I see. So it seems the XSI format is also like md3 where you can't rotate a model with animations. That seems odd if it uses a skeleton for animation. You should have total freedom of movement. Out of curiosity, what formats does XSI export to?
0

User is offline   Tea Monster 

  • Polymancer

#5607

A number of projects use this: http://www.assimp.org/ to integrate new model formats into their games. I believe that the new Doomsday uses this to import FBX files.

FBX would be nice to have. It's an industry standard, there are lots of tools available and just about everything can export it - even Blender!

This post has been edited by Tea Monster: 12 February 2017 - 05:09 AM

0

User is online   Mark 

#5608

Mark and Misfit to the rescue. Load your animated md3 model into Misfit. Up top on menu, click Model and then Transform. A window pops up where you can choose which way to rotate or adjust any angles of your model. Be sure that you choose the box that says to include model and animations. I tried it with an animated model and it works.

I have been using Misfit for a few years now and never really looked at that feature before. There are a few others too. I'll have to give it another look over.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5609

Ice already recommended assimp to us, though I didn't save the link last time. I can't see us pulling in the entire library because there is no reason to support so many formats, but I could see us taking format support piecemeal.
0

User is offline   Gambini 

#5610

View PostMark., on 12 February 2017 - 06:30 AM, said:

Mark and Misfit to the rescue. Load your animated md3 model into Misfit. Up top on menu, click Model and then Transform. A window pops up where you can choose which way to rotate or adjust any angles of your model. Be sure that you choose the box that says to include model and animations. I tried it with an animated model and it works.

I have been using Misfit for a few years now and never really looked at that feature before. There are a few others too. I'll have to give it another look over.


Thank you for this tip. I moved onto other part of the project right now since I was frustrated, but i will try it soon!
0

Share this topic:


  • 213 Pages +
  • « First
  • 185
  • 186
  • 187
  • 188
  • 189
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options