EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1261 Posted 11 February 2010 - 09:19 PM
As it stands I keep a few different installs of MilkShape3D (1.75, 1.84 and the new 1.85) for my MD3 work, as some versions crash on export with some models while others don't, but at least it actually exports a usable model... Blender has never once exported a model correctly for me :@
This post has been edited by Sobek: 11 February 2010 - 09:20 PM
#1262 Posted 11 February 2010 - 10:26 PM
#1263 Posted 11 February 2010 - 10:34 PM
Roma Loom, on Feb 12 2010, 07:26 PM, said:
I never had that problem with 3DS max, odd
But ill keep it in mind.
#1264 Posted 11 February 2010 - 11:00 PM
Roma Loom, on Feb 12 2010, 04:56 PM, said:
Hmm, you know I think that could just be it. Previously I used Gmax to do some editing of models and it informed me that some of the models I was using were exceeding the boundaries or whatnot. After resizing those to about 50% of standard size and trying again, it worked great, and it fixed this issue where a few randomly polygons would always stretch out in a bad way.
I guess Blender just responds differently... I might look into that.
#1265 Posted 12 February 2010 - 12:31 AM
Sobek, on Feb 11 2010, 10:19 PM, said:
That is a problem with the exporter, not with Blender. As I said in another thread, they changed the version of Python, which is what language the exporter is written in, for the latest 2.49 release, which is probably causing the exporter to bab-up. With 2.48a and the Cube exporter it works.
The big problem is that MD3 is an old format. The gaming world has moved on since then and thus none of the tools are still under development. Then when all the soft moves on as well, the old tools don't work with the new soft.
If you want a good, free modelling app, try Wings 3D.
This post has been edited by Tea Monster: 12 February 2010 - 12:35 AM
#1266 Posted 12 February 2010 - 05:36 AM
maybe a plugin can made it?
#1267 Posted 12 February 2010 - 09:59 AM
Sobek, on Feb 12 2010, 05:19 AM, said:
I have it crash sometimes when I'm compiling MD3s as well - normally on high poly models and stuff. Do the models have animations or anything like that? If so, the way I got past the crashes is making several MD3 files, each with parts of the animation in it, and then joining them together with Npherno's MD3 compiler.
#1268 Posted 12 February 2010 - 11:44 AM
There is a free app called Misfit Model 3D. Ive only used it to preview things occasionally but it does kick out MD3s.
This post has been edited by Tea Monster: 12 February 2010 - 11:44 AM
#1269 Posted 12 February 2010 - 12:02 PM
Exporting is hard because there isn't much support for MD3 anymore and sometimes you have to try a few different programs to make it work right. Imagine how hard it would be to do MD2 again...
This reminds me, what are the chances of the model support changing/upgrading to something else?
#1270 Posted 12 February 2010 - 02:49 PM
The other option is to ask Plagman to update his exporter. He wrote the original one we were using before.
Until then, try Blender 2.48 and make sure you have the correct version of Python (2.5).
Blender is pretty cool. I made this using it. Also, ALL the bosses were made in Blender.
#1271 Posted 12 February 2010 - 03:11 PM
#1272 Posted 13 February 2010 - 12:10 AM
The problem with taking this on at the moment is that the system is brand new. Blender 2.5 is Alpha, not even Beta, and stuff is being re-worked all the time. You could write an exporter and find it broken when they change something within Blender in a weeks time.
It might be the best option to fix the exporter we have and get it to run with 2.49b and Python 2.6
This post has been edited by Tea Monster: 13 February 2010 - 12:11 AM
#1273 Posted 13 February 2010 - 01:04 AM
#1274 Posted 13 February 2010 - 01:31 AM
#1275 Posted 13 February 2010 - 05:26 AM
Blender 2.5 is using Python 3.1 last I checked. The problem with that is that they have actually written a new Python API that can directly control Blender via commands in a Python script. There is even a Render API so that people can plug MentalRay and V-Ray directly into Blender. I don't know that if you converted the old script, that there is enough of the old Blender to make any use of it!
Spiker - LOL, they have an MD2 script in there and it is kept up for exactly those reasons - its included with the package so they make sure it works. People have nagged for an MD3 exporter on the Blenderartists forum, but I think the general consensus is that MD3 is old news now so why bother. The other problem is that the guy who made the MD2 exporter for Blender never bothered finishing his MD3 exporter.
This post has been edited by Tea Monster: 13 February 2010 - 05:33 AM
#1276 Posted 13 February 2010 - 05:33 AM
#1277 Posted 15 February 2010 - 12:28 AM
This post has been edited by supergoofy: 15 February 2010 - 01:00 AM
#1278 Posted 17 February 2010 - 01:28 AM
Specs are as following:
CPU: C2D E8400 @ 3,6GHz
RAM: 4GB DDR2
GPU: GF GTX275 GS
OS: Win7
eduke32 version 20091017, i reckon it's a bit old but it's the latest one available on the eduke site.
#1279 Posted 17 February 2010 - 03:02 AM
http://dukeworld.duke4.net/eduke32/synthes...100123-1594.zip
Always look at http://dukeworld.duk...ke32/synthesis/
The link http://dukeworld.duk...e32_current.zip
gives the latest "considered" stable build.
But I think that there is no stable build as the development continues. Anyway, r1594 is way better.
This post has been edited by supergoofy: 17 February 2010 - 03:05 AM
#1281 Posted 19 February 2010 - 09:36 AM
#1282 Posted 19 February 2010 - 09:41 AM
#1283 Posted 19 February 2010 - 11:06 AM
DeeperThought, on Feb 19 2010, 10:41 AM, said:
somebody was working on it, as I made them a flashlight model.
#1284 Posted 19 February 2010 - 11:24 AM
Tea Monster, on Feb 19 2010, 11:06 AM, said:
That was back when I thought that Polymer would actually run decently on my computer at some point in the near future. At any rate, there are no maps that are designed for flash lights, so it seems rather pointless right now. Why don't you go ahead and post the model publicly so anyone can use it?
#1285 Posted 19 February 2010 - 06:51 PM
DeeperThought, on Feb 19 2010, 11:41 AM, said:
Fine then. Be that way.
I thought it had something to do with not being able to cast light sources from HUD objects or something though?
This post has been edited by MusicallyInspired: 19 February 2010 - 06:52 PM
#1286 Posted 19 February 2010 - 08:03 PM
MusicallyInspired, on Feb 19 2010, 06:51 PM, said:
I thought it had something to do with not being able to cast light sources from HUD objects or something though?
"HUD objects" don't exist in the game world, but the light can be cast from the player sprite, so there is no problem. What I would do is make the player spawn a sprite with appropriate x/y/zvel etc when the flashlight is turned on, change it to an SE 50, then have it follow the player and point where he his pointing.
#1287 Posted 19 February 2010 - 11:41 PM
I'll need to reskin it as it got used in another project, but yeah, I'll release it.
This post has been edited by Tea Monster: 19 February 2010 - 11:43 PM
#1288 Posted 22 February 2010 - 04:58 PM
#1289 Posted 22 February 2010 - 08:17 PM
bind KPAD0 "setrendermode 3"
and
bind KPAD. "setrendermode 4"
That would make the "0" key set it to Polymost and the "." key set it back to Polymer.
I have not tested it, but it should work as you can just type in the console, "setrendermode #" at any time to change it.
#1290 Posted 23 February 2010 - 03:24 AM
Changing from polymer to polymost works but trying to change back to polymer crashes the game (svn1598).
Last lines in logfile:
> Rendering method changed to polygonal OpenGL
> Rendering method changed to polygonal OpenGL
> Initializing Polymer subsystem...
> PR : Cannot initialize wall 11253 : Bmalloc failed.
After some more tries with other maps it always seems to be due to the wall initialization thing.