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Developer discussion of experimental fixes, changes, and improvements.

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Postby +++holD_Still+++ » Mon Nov 10, 2008 1:38 am

Hi evry body.

I work with Blender 3D for some time and i'm familiar with modeling, animating and texturing but never done anything games related... so i don't know if i can help (this is my favorite game), but i'd like to try. :P
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Postby ai » Mon Nov 10, 2008 1:08 pm

You could take a look at this script: Click me and see if you get something to work.
I can explain a bit more if you decide to do something. I have tried this script with my flag models it actually works quite nicely. When exporting you can choose normal .smd exports and animation or you can choose the 'Zym' option where it created a static mesh and animation and creates a file which you can take information from and use.
Now to export to 'Zym' you'll be needing armatures otherwise you won't be able to. Then just choose the other options if you don't have any.

If you want to create a .zym then you can come back at me and I can tell you how to do that. So moving on, from there, after getting some .smd's you can convert them to .md3 with for instance Milkshape, I don't know maybe Blender has a .md3 export as well someplace. Then you can just take these .md3 and pretty much do what you want with them, including using them as 'props' for NetRadiant for mapping.
It boils down to what you want to do.
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Postby +++holD_Still+++ » Mon Nov 10, 2008 11:39 pm

OK, i will take a look... be ready for silly questions dough, has i said, never try anything like this before and my experience with scripts resumes to download and put them in the blender scripts files... never wrought one myself :(

For start the silly questions:
How do i copy the script u gave me?... Its an image... m i right? Or, maybe im just being lazy. :oops:

The rest of silly questions i'll give them further long 8)
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Postby ai » Tue Nov 11, 2008 11:41 am

This is the link to the script I was referring to. Just right-click and save: http://emptyset.endoftheinternet.org/~r ... ltimesh.py
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Postby +++holD_Still+++ » Wed Nov 12, 2008 11:09 pm

Done.
Now, what you need me to do...? Characters...? How about polygons, there are limitations, right? And how many textures can be used on one mesh (can i use bump map and specularity?) :roll:
Keep coming m8 8)
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Development

Postby #ZappZapp* » Sun Nov 16, 2008 8:01 pm

Hi @everyone!

since i´m not a part of the scene, but a gamer by heart since ten years(especially first-person-shooter)-now studying Applied Computer Science(undergraduate), i thought, maybe i could give something back to those who are developing great games, so @ all Nexuiz/Alientrap-Developers: Very good job up to now,i think. I have to admit, i haven´t played Nexuiz recently, but i will(:]>, to see what´s new..
So, since i get deeper into Coding these days, maybe i could do sth. in QuakeC for you; i´m not used to this dialect, so first i have to learn and understand, this may take some time, since ,like you, if i do something, than i will probably do that on the weekend;When i have some particular questions i will post them, if you have some informations or want to ask me sth., just do it.
Bye and GG.
Fish cannot speak, I suppose._
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Postby Alien » Tue Nov 18, 2008 8:44 am

http://www.forums.alientrap.local/viewtopi ... =8489#8489
fteqcc also adds for, continue, break, switch, a weird union/struct construct, goto (yeah), classes (experimental) to QuakeC. See http://wiki.quakesrc.org/index.php/FTEQCC%20Features for examples.
Where are these documented nowadays as we all know that quakesrc is dead. It is not in http://quakery.quakedev.com/qwiki/index.php/Modding nor http://www.fteqw.com/wiki/index.php?title=FTEQCC_FAQ is very comprehensive (classes are not even mentioned).
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Postby divVerent » Tue Nov 18, 2008 9:00 am

for, continue, break, switched are working and used in Nexuiz. They are identical to C.

goto - why document that? it works ALMOST like in C, the colon goes BEFORE the label, not after.

union, struct, classes do not work, trying to use them crashes the compiler. They once did work, but got broken later.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby gjsdeath » Tue Nov 18, 2008 10:38 am

I could help with any little models, I can rig and animate them as well.
But I can only help so much, I am also getting into a other team that is working on there own game.

But I'll help if you guys want, maybe I'll make a gun to show off, I was wanting to make a form of super shot gun or some along the lines of that.

How much poly/verts can you have in your models?
Image
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Postby ai » Wed Nov 19, 2008 12:51 pm

gjsdeath wrote:How much poly/verts can you have in your models?

Well,. for weapons not that much is needed. I'd recommend at top 1500 tris, so no more than that.
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