Made "medeavel" type alt-flags: Working and ready.

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Made "medeavel" type alt-flags: Working and ready.

Postby tundramagi » Mon Feb 16, 2009 10:46 pm

https://cat2.optus.nu/nexuizserv/m_altf ... elonly.pk3

They are all gpl, including the textures, except for the flur-de-less objects on the french flag: they are under the GFDL (gnu's open content license):

Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".


https://cat2.optus.nu/cat2/alt_flag_france.blend
https://cat2.optus.nu/cat2/alt_flag_france.xcf
https://cat2.optus.nu/cat2/alt_flag_france.png

https://cat2.optus.nu/cat2/alt_flag_germany.blend
https://cat2.optus.nu/cat2/alt_flag_germany.xcf
https://cat2.optus.nu/cat2/alt_flag_germany.png

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How do I make these ctf flag objects? Where do I set the flag origin to be (right now it's in the middle near where you'd hold it: should it be at the bottom where it sticks into the ground?). What else do I do? What sv_ command do I put in my serverside mapinfos so these will appear as the flags for the medeval maps I made?
Last edited by tundramagi on Tue Feb 17, 2009 11:54 pm, edited 2 times in total.
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Postby Sepelio » Tue Feb 17, 2009 12:38 am

I did this accidentaly before.
If you click on the default red/blue flags properties then just change the model it should work.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby tundramagi » Tue Feb 17, 2009 1:42 am

https://cat2.optus.nu/nexuizserv/m_altf ... elonly.pk3

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I got them ingame.

Code: Select all
Btw: I was trying to add a c_var to allow one to sepecify the red and blue flag but hit an error in compiling:

if (!self.model) self.model = cvar("g_ctf_flag_mdl_blue");


in function spawnfunc_item_flag_team1 (line 694),
ctf.qc:725: error: type mismatch for = (pointer and float)
in function spawnfunc_item_flag_team2 (line 792),
ctf.qc:822: error: type mismatch for = (pointer and float)
in function ctf_spawnteam (line 890),
ctf.qc:893: warning: Return value conflict - output is likly to be invalid
************ ERROR ************
Errors have occured
Error in ctf.qc on line 1120



https://cat2.optus.nu/cat2/alt_flag_germany_scaled.md3
https://cat2.optus.nu/cat2/alt_flag_germany.png
https://cat2.optus.nu/cat2/alt_flag_germany_bump.png
https://cat2.optus.nu/cat2/alt_flag_germany_glosspng

https://cat2.optus.nu/cat2/alt_flag_france_scaled.md3
https://cat2.optus.nu/cat2/alt_flag_france.png
https://cat2.optus.nu/cat2/alt_flag_france_bump.png
https://cat2.optus.nu/cat2/alt_flag_france_gloss.png

Source Files:
https://cat2.optus.nu/cat2/alt_flag_france_scaled.blend
https://cat2.optus.nu/cat2/alt_flag_france.xcf

https://cat2.optus.nu/cat2/alt_flag_ger ... aled.blend
https://cat2.optus.nu/cat2/alt_flag_germany.xcf

Blender export script used (I fixed the texture address problem (stopped it from writing the full system path to the texture)
https://cat2.optus.nu/cat2/md3_export_texturefix.py


https://cat2.optus.nu/nexuizserv/m_altf ... elonly.pk3
Last edited by tundramagi on Tue Feb 17, 2009 7:43 pm, edited 2 times in total.
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Postby esteel » Tue Feb 17, 2009 9:52 am

Can you please use the edit button instead of quad-posting? That works just as well and is less of a clutter.. Done that for you, for once..

And i think in that code snippet you need to use cvar_string(...) not just cvar()
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Postby tundramagi » Tue Feb 17, 2009 2:38 pm

Using edit now :)

Here's the code diff, adds cvars for red and blue flag model:

https://cat2.optus.nu/nexuizserv/othermaps/ctfqc.diff

Here is the pk3:
https://cat2.optus.nu/nexuizserv/m_altf ... elonly.pk3

My opinion on my alt flag is: in blender they look good and have the effect I want, in nexuiz they lack the "epic/saga" look that they have in blender (though now I have gloss maps; I'll have to test those on the nvidia box).. I think this is due to the diffrent way the 2 programs shade the object; Blender's shading works to really highlight the 3dness of the item while the standard nexuiz shading makes it "seem" more 2d (and this is with other flag models aswell).

Also does anyone know how to animate in blender (how would I make the flag gently flutter). Div0 suggests a vertex deform shader but wouldn't that cause the vertexs to decouple like it does when you have a multi-sided water box? If not; how would I get it to use the vertexes that are there, not decouple them, and set just the cloth of the flag to do that and successfully export it with the modified export of md3 blender script I posted above in another post?


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Thoughts?
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Postby tundramagi » Fri Feb 20, 2009 2:50 am

Anyone have thoughts on these?
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Postby Sepelio » Fri Feb 20, 2009 3:06 am

I'd say they look good and they definately fit the style of your maps.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby tundramagi » Fri Feb 20, 2009 4:37 am

Sepelio wrote:I'd say they look good and they definately fit the style of your maps.


Thanks :)

I just now got the flag parts to gently wave in the breeze:
These flags have texture, bump, and gloss maps.

Here's the player pk3:
https://cat2.optus.nu/nexuizserv/m_altf ... elonly.pk3
http://cat2.optus.nu:81/nexuizserv/m_al ... elonly.pk3

Here's the player+ full source pk3 (including the modified blender script I used to export):
https://cat2.optus.nu/nexuizserv/m_altf ... anyzip.pk3
http://cat2.optus.nu:81/nexuizserv/m_al ... anyzip.pk3
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