The ai Frontier - My ups and downs

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby morfar » Mon Nov 24, 2008 6:58 pm

FruitieX wrote:After an svn update, I have no portal models at all. (only the dynamic lights and particles)

No errors, weird.

That is only supposed to happen if you did not recompile the server QC. Or you are playing on a server with a bit old server qc compiled.
morfar
Site Admin
 
Posts: 938
Joined: Tue Feb 28, 2006 6:08 pm
Location: The Island

Postby FruitieX » Mon Nov 24, 2008 7:39 pm

morfar wrote:
FruitieX wrote:After an svn update, I have no portal models at all. (only the dynamic lights and particles)

No errors, weird.

That is only supposed to happen if you did not recompile the server QC. Or you are playing on a server with a bit old server qc compiled.


But I did recompile the server QC.

And am playing on a local server.

EDIT: Never mind, my fault for having a pk3 containing custom progs.dat code inside the data folder.

Thanks for the hint :P

Good work AI!
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby ai » Mon Nov 24, 2008 7:55 pm

I have gone back to work on the animation for the flag models, however, it turns out to be a LOT more difficult than I first anticipated.
There's also a chance that some code for the flags needs changing, suck as not only changing the file extension from 'flag_blue.md3' to 'flag_blue.zym' but also adding code so that the animations for the .zym will work. Currently I have no idea how to do that, I've taken a look at ctf.qc and cl_player.qc but I am not good at thinking in coding terms.

I'm releasing the raw .smd file along with, what I hope to be a correct animation, of the Nexuiz emblem (chikara character). Maybe someone more experienced with dealing with animation will help me with this.

The files can be found here: http://ai.planetnexuiz.de/Models/Flags/raw/
That link contains a static model of the flag and the emblem animation (only animation not the actual geometry).
I really need help with this I've tried for weeks and weeks without luck.
Also, if someone do decide to help out could you please also tell us what you did and how. I want to write a complete guide on this so it would be good if I could reproduce the steps so I get a firmer grasp before writing it down.

Thanks.

EDIT: I changed some stuff here. I uploaded, what I think are the animations of the outer and inner ring. Updated the static as well to hopefully include the bones. I added the textures as well as it might be good to have them.
Lastly I even included the zmodel converter, just in case.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby Alien » Tue Nov 25, 2008 11:07 am

About shadow:
Image
Probably will just disable shadows.
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

Postby ai » Tue Nov 25, 2008 11:53 am

Ew, that most certainly isn't anything that I can do about. It's not the models fault so I have no idea how to fix that.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby ai » Thu Nov 27, 2008 4:19 pm

Finally! I succeeded in animating those damn disgusting flags!
What, how I did that? Well, I used dpmodel to convert my .smd model into a .md3 (yes dpmodel does that). But the thing is, do NOT use joints if you're converting with dpmodel, otherwise it will mess the model up in more ways that you thought was possible.
Now this doesn't mean dpmodel doesn't support joints (I have no idea if it does or does not) however, I wasn't able to get my desired effect with joints. So I simply just keyframed the actual objects and exported that as an 'animated model' with Valves SMD exporter.

Morfar has helped out with creating a shader (still not complete yet) to animate the actual cloth flags as well. We're going to work on the lasers later on as well.
Now, there's still a bit more that needs to be done with the flags, this is just a update as to what is going on. Pics or whatnot will be posted later, if at all, hard to notice animations in still frames now isn't it?

Cheers.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby torus » Thu Nov 27, 2008 4:44 pm

a gif!
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby C.Brutail » Thu Nov 27, 2008 5:16 pm

Congratulations! :D
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby [-z-] » Thu Nov 27, 2008 5:26 pm

sexy flags ahoy!

Someone tipped me off to spidflisk has player smoke trails
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby Alien » Fri Nov 28, 2008 5:34 am

What I would make is that flag would retract it's legs when carried to make it less bulky. (it should push out it's legs when dropped).
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

PreviousNext

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron