EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5581 Posted 06 February 2017 - 01:06 AM
#5583 Posted 06 February 2017 - 11:10 AM
Hendricks266, on 06 February 2017 - 03:05 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.
Out of curiosity: what does prevent files with certain extensions from being loaded from a GRP?
#5584 Posted 06 February 2017 - 01:56 PM
Trooper Dan, on 06 February 2017 - 11:10 AM, said:
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.
Trooper Dan, on 06 February 2017 - 11:10 AM, said:
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.
#5585 Posted 06 February 2017 - 06:51 PM
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.
#5586 Posted 06 February 2017 - 08:19 PM
2. m32_autoexec.cfg
#5587 Posted 06 February 2017 - 08:36 PM
Thanks for the tip about the cfg, that will save me years of typing!
#5589 Posted 07 February 2017 - 03:10 PM
This post has been edited by Gambini: 07 February 2017 - 03:10 PM
#5590 Posted 10 February 2017 - 09:40 PM
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!
This post has been edited by Gambini: 10 February 2017 - 09:47 PM
#5591 Posted 11 February 2017 - 05:21 AM
#5592 Posted 11 February 2017 - 07:51 AM
#5593 Posted 11 February 2017 - 08:17 AM
Gambini, on 11 February 2017 - 07:51 AM, said:
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.
#5594 Posted 11 February 2017 - 10:08 AM
#5597 Posted 11 February 2017 - 03:31 PM
#5598 Posted 11 February 2017 - 03:58 PM
#5599 Posted 11 February 2017 - 05:52 PM
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.
#5600 Posted 11 February 2017 - 06:32 PM
This post has been edited by Mark.: 11 February 2017 - 06:39 PM
#5601 Posted 11 February 2017 - 09:03 PM
This post has been edited by Gambini: 11 February 2017 - 09:04 PM
#5603 Posted 11 February 2017 - 10:40 PM
Hendricks266, on 11 February 2017 - 10:31 PM, said:
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.
#5604 Posted 11 February 2017 - 10:41 PM
Ideally, the problem would be fixed in the MD3 itself, instead of having EDuke32 perform an online correction.
We need a newer model format.
#5605 Posted 11 February 2017 - 10:46 PM
Hendricks266, on 11 February 2017 - 10:41 PM, said:
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.
#5606 Posted 12 February 2017 - 04:35 AM
Gambini, on 11 February 2017 - 09:03 PM, said:
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?
#5607 Posted 12 February 2017 - 05:06 AM
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
#5608 Posted 12 February 2017 - 06:30 AM
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.
#5609 Posted 12 February 2017 - 09:55 AM
#5610 Posted 13 February 2017 - 05:18 PM
Mark., on 12 February 2017 - 06:30 AM, said:
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!