What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7951 Posted 27 July 2017 - 11:38 AM
#7952 Posted 27 July 2017 - 12:24 PM
ps, what model program and exporter did this come from?
#7953 Posted 27 July 2017 - 01:18 PM
Drek, on 27 July 2017 - 12:24 PM, said:
ps, what model program and exporter did this come from?
Edit : look the table and lamp. I don't have done the bed nor the stores yet.
This post has been edited by David B.: 27 July 2017 - 01:20 PM
#7954 Posted 27 July 2017 - 03:50 PM
David B., on 27 July 2017 - 01:18 PM, said:
Edit : look the table and lamp. I don't have done the bed nor the stores yet.
Nice use of a point light to emulate global illumination. Features like that go a long way to making scenes look more interesting. Ideally it'd be built into the renderer itself, although that's not going to happen any time soon.
#7955 Posted 27 July 2017 - 10:26 PM
NSFW
#7956 Posted 28 July 2017 - 03:22 AM
Drek, on 27 July 2017 - 12:24 PM, said:
ps, what model program and exporter did this come from?
There is a line in Polymer:
// normal extraction from packed spherical coordinates // FIXME: swapping lat and lng because of npherno's compiler uint8_t lat = xyzn.nlng; uint8_t lng = xyzn.nlat;
In theory, it should be better to keep the normals that your 3D modelling program exports than "rebuild" them, but this line frustrates me because it implies 1) you must run all models through NMD3C for them to look right in Polymer 2) said models are then harmed from their creator's intent.
David, could you send me a copy of the model MD3 that exhibits the problem in-game?
#7957 Posted 28 July 2017 - 05:43 AM
We tried some of that on the HHR mod, but having to shoot MD3's through NPherno buggered that all up :'(
#7958 Posted 28 July 2017 - 09:55 AM
#7959 Posted 28 July 2017 - 10:45 AM
On the down side, since we have no idea which ran through NPherno for sure it might be difficult to know which ones may get goofed up with your fix. I guess we'll find out.
We'll send the guy that was in the pic for our original bug report. To be sure its the original, not NPherno one TM will need to send the model and skins from his HD.
This post has been edited by Mark.: 28 July 2017 - 10:58 AM
#7960 Posted 28 July 2017 - 11:16 AM
#7961 Posted 28 July 2017 - 11:38 AM
Hendricks266, on 28 July 2017 - 11:16 AM, said:
BTW, I have finally rebuild the normals on a lot of models and I'm reporting it's improving sucessfully the rendering on each one.
In fact I have never had a single right shadow cast on a model before, so drawing my attention to this trick is really good for me.
This post has been edited by David B.: 28 July 2017 - 11:39 AM
#7962 Posted 28 July 2017 - 11:40 AM
David B., on 28 July 2017 - 11:38 AM, said:
BTW, I have finally rebuild the normals on a lot of models and I'm reporting it's improving sucessfully the rendering on each one.
In fact I have never had a single right shadow cast on a model before, so drawing my attention to this trick is really good for me.
I sent you an email.
BTW, hang on to the original versions of your MD3s, I bet they will look better with my fix (if I can figure it out) than NPherno throwing the original data away and inventing its own.
#7963 Posted 28 July 2017 - 11:50 AM
Pretty much everything in the mod has been fed through NPherno at the moment. There might be a few that haven't, but I can't recall which one, there are literally hundreds of the damn things.
This post has been edited by Tea Monster: 28 July 2017 - 11:51 AM
#7964 Posted 28 July 2017 - 11:56 AM
#7965 Posted 28 July 2017 - 11:57 AM
Tea Monster, on 28 July 2017 - 11:50 AM, said:
Pretty much everything in the mod has been fed through NPherno at the moment. There might be a few that haven't, but I can't recall which one, there are literally hundreds of the damn things.
Are you using the exporter from our latest conversation? The one with the inverted normal matrix.
I'd like to know once this gets set right if that fix was proper.
This post has been edited by Drek: 28 July 2017 - 11:58 AM
#7966 Posted 28 July 2017 - 12:03 PM
Is it the one at the head of your exporter thread?
This post has been edited by Tea Monster: 28 July 2017 - 12:03 PM
#7967 Posted 28 July 2017 - 12:07 PM
Drek, on 28 July 2017 - 11:57 AM, said:
I'd like to know once this gets set right if that fix was proper.
I had a look and find this on the web : 3ds Max Quake III MD3 Exporter Multi-Version Pack 2.3. but not using it yet.
Is it important to export md3 files earlier from the 3D sofware ?
This post has been edited by David B.: 28 July 2017 - 12:07 PM
#7968 Posted 28 July 2017 - 12:09 PM
I don't think I posted it there yet because I was still having issues with the normals on my end. Here it is, this is still in testing.
#7969 Posted 28 July 2017 - 12:14 PM
Drek, on 28 July 2017 - 12:09 PM, said:
I don't think I posted it there yet because I was still having issues with the normals on my end. Here it is, this is still in testing.
#7970 Posted 28 July 2017 - 12:16 PM
David B., on 28 July 2017 - 12:07 PM, said:
I had a look and find this on the web : 3ds Max Quake III MD3 Exporter Multi-Version Pack 2.3. but not using it yet.
Is it important to export md3 files earlier from the 3D sofware ?
I have no experience with 3dsmax, I was intending to ask TM with my post but your post got in between his and mine confusing the discussion, sorry.
Switch to Blender
#7971 Posted 28 July 2017 - 12:16 PM
David B. - that's a Blender plugin exporter. It won't work with Max.
Converting using NPherno should work great for most stuff. I don't even know if MD3 even supports refined control of normals for the kind of stuff I posted earlier. But people have been making models that work in EDuke for years using that method.
I have a copy Max that I can test things with if you want to. Bear in mind that I'm kind of busy at the moment though.
This post has been edited by Tea Monster: 28 July 2017 - 12:19 PM
#7972 Posted 28 July 2017 - 12:19 PM
David B., on 28 July 2017 - 12:14 PM, said:
Your posts keep popping in while I'm typing lol.
That link is for blender, it's an exporter I sometimes work on.
#7973 Posted 28 July 2017 - 12:24 PM
This is part of the reason that I was arguing for a more popular model format.
#7974 Posted 28 July 2017 - 12:33 PM
#7975 Posted 28 July 2017 - 12:33 PM
Tea Monster, on 28 July 2017 - 12:16 PM, said:
David B. - that's a Blender plugin exporter. It won't work with Max.
Converting using NPherno should work great for most stuff. I don't even know if MD3 even supports refined control of normals for the kind of stuff I posted earlier. But people have been making models that work in EDuke for years using that method.
I have a copy Max that I can test things with if you want to. Bear in mind that I'm kind of busy at the moment though.
#7976 Posted 28 July 2017 - 01:26 PM
Tea Monster, on 28 July 2017 - 12:24 PM, said:
This is part of the reason that I was arguing for a more popular model format.
There is an importer that works for 2.7+ not too old at all, are you only aware of the much older 2.49 importer.
https://wiki.blender...port-Export/MD3
* I think this is the one I use.
#7977 Posted 28 July 2017 - 02:11 PM
It clashes with yours, which works, so I never really messed around with it.
Also, beware of Noesis - It's a great tool, but sometimes it flips the UVs vertically when converting.
This post has been edited by Tea Monster: 28 July 2017 - 02:13 PM
#7978 Posted 28 July 2017 - 02:36 PM
This post has been edited by Mark.: 28 July 2017 - 02:37 PM