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.

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Fri Sep 26, 2008 4:26 pm

  • I know I can test it locally too,I just didn't want to test it with idiot bots :)
    And on the last sentences of Alien:
    +1 !
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Sep 26, 2008 4:28 pm

Fri Sep 26, 2008 5:04 pm

  • I like the "1 flag" version ai, but it looks a bit strange when you're running with it. I don't know how to change that, but it wouldn't be that easy.

    Anyway, good job. Keep it up.
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    Fisume!
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Sat Sep 27, 2008 12:35 pm

  • Q3 flags examples:

    Image

    Image

    You can see how the part of the flag which is outside bb pokes inside the wall.
    It seems q3 walls were specially made thick in order not to allow the flag protrude.

    I'll check UT too to see how flag problem was solved there.
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Sat Sep 27, 2008 1:33 pm

  • UT99 had an awesome flag animation iirc.
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    HarryButt
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Sat Sep 27, 2008 1:36 pm

Sat Sep 27, 2008 2:37 pm

  • WHAT is that thing holding the flag?????
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    KillaGrunt
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Sat Sep 27, 2008 3:20 pm

Sat Sep 27, 2008 6:01 pm

  • Can you angle the (single) flag ~20-45 degress to give it more visual understanding?
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Sat Sep 27, 2008 6:21 pm

Sat Sep 27, 2008 8:28 pm

  • UT:

    ImageImageImageImage

    Ai, you can see that in UT flag was attached to the player similarly to yours model. As well, you can see that the stick changes direction & height depending on the players position. Yet, the flag gets inside the wall again. Probably it was solved by using thick walls (again).

    Maybe it would be possible to check if flag pokes into some solid object and change it's placement when that happens (eg. like moving the flag from back to front of the player - eg. placing flag in his left hand, and bringing back to the back when players get's away from the wall\bunker). Or maybe using a backpack for flag carrying?
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Sat Sep 27, 2008 8:41 pm

Sat Sep 27, 2008 8:49 pm

  • Maybe there much better options then those I said (these are just my guesses what can be done). You need to ask REAL coder (probably div0).

    EDIT:

    Div0 probably has developed more sophisticated functions, but in standard quakec
    there is a function traceline() which could check if traceline (vector from source to destination) met an obstacle and how far away that obstacle is. And there is player origin and angles fields which shows where the player is positioned and looks at (at which angle and yaw). Knowing flag dimensions, each cycle check could be done if flag pokes any object, and if that's true, location could be changed.

    I'm not sure how hard that would be to do and if it is practically possible.
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Sat Sep 27, 2008 9:31 pm

  • Can be done once player entities are CSQC networked. In the meantime, don't let flag-visible-through-wall annoy you. It happens already with the current flag. Just don't make the model take more space than the current one.
    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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    divVerent
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Sat Sep 27, 2008 10:10 pm

  • Ai's flag looks very differently (and better) from the current one. I doubt it is possible to keep his flag in previous flag space cause this one has thickness (like UT one).
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Sat Sep 27, 2008 11:22 pm

Sat Oct 04, 2008 2:21 am

Sat Oct 04, 2008 10:24 am

Thu Oct 09, 2008 4:37 am

  • Ok, my portfolio site is almost done. I figure another day or so work on it and it would be totally finished.
    However, I've also entered a 'Digital Artist Competition' over at 3D Buzz. I will need to focus on that as well. The contest ends at the end of the month. But I hope that once I've done some on that I will have time over for the flags.
    I just got stuff piled up like crazy the last few weeks now.

    If anyone is interested, I have showcased the current projects and future planned projects for Nexuiz over at the site.
    Link: http://www.kurotorobert.com/?sid=9&p=nexuiz_main
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    ai
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Thu Oct 09, 2008 8:06 am

  • Ignore the sticking through problem as long as the flag sticks through less than the Nex does. This might get fixed at a future point in time, but don't count on it as it requires lots of coding and we don't have enough coders for that kind of stuff now.

    Also, note that the sticking through is only visible if the flag carrier is known to the client, that is, if vis and trace culling does not remove him. So it will not be visible on closed maps, only on some open maps that suck anyway (like greatwall).
    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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    divVerent
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Wed Oct 15, 2008 5:13 pm

  • I have started to pick this project up a bit. I'm currently going to make some glow and bump maps for the flag.
    However, I would really love to have an animated texture for the lasers, just glow/gloss don't do it. If anyone has any information on how to do that with models it would be a great help. I've read this thread: http://forums.alientrap.local/viewtopic.php?t=3715 .. But this is for maps as far as I know. I have no idea how to create shaders (what's suppose to be in them) and I hear you would need a shader for that to work.
    The thread above might help out but to me it's still a bit hard to understand how to make it work with models (if at all possible).

    So a simple howto would be cool or if someone could re-direct me to that material.
    I'm also going to see about that special bone and how/if that's possible. Cause, would I have to name that bone something specific and would the code take care of the rest if it were to be created?
    I need to know the limitations as they stand right now and what's plausible to work and not work.

    Thanks.
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    ai
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Wed Oct 15, 2008 8:40 pm

  • Awesome, glad to hear you're getting back into it. I love these flags and I hope they make it into SVN (with a smoke trail).
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Wed Oct 15, 2008 9:48 pm

  • 1. create a shader in nexuiz/data/scripts with something like:
    Code: Select all
    textures/mydir/myname
    {
       surfaceparm nomarks
       surfaceparm trans
       surfaceparm pointlight
       surfaceparm nolightmap   
       nopicmip
       qer_editorimage textures/mydir/myname_edit.jpg

       {
          animmap 10 textures/mydir/myname_first.jpg textures/mydir/myname_second.jpg textures/mydir/myname_third.jpg
       }

    }

    you need one glowmap/gloww/norm... (if it uses them) for each of the textures in animap ...

    if you want transparency add "blendfunc blend" to the animap section:
    Code: Select all
       {
          blendfunc blend
          animmap 10 textures/mydir/myname_first.tga textures/mydir/myname_second.tga textures/mydir/myname_third.tga
       }

    and use tga images with alpha channel insted.

    alternatively, you can use "blendfunc add ", no alpha/tga needed and no _glow map needed. looks less good but are more memory friendly.

    2. on your model, name the material for the animated part/s "textures/mydir/myname"

    3. export, done.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Fri Oct 31, 2008 10:12 am

  • Hey guys. The competition at 3D Buzz is over for me. I didn't make it in time with my submission as my computer was too weak to what I had planned so I only got half way there. I'll still finish my piece but that will happen over time whenever I have time.
    This means I now have freed up more time for Nexuiz and am dead set on finishing these flags. I'm really anxious on starting other Nexuiz projects and learn the process.
    tZork wrote:3. export, done.

    So to start of, I got everything what you said there tZork, but what do you mean with this export? How do you export? You create a .shader file with the right stuff in it right? But do you compile it somehow into a .zym with the zmodel or is it something else.

    Sorry for the lost time guys.
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    ai
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Fri Oct 31, 2008 12:57 pm

  • Sorry to hear you were able to complete your entry for the contest but glad to hear you're turning that energy into positive motivation for Nexuiz related projects. I still love your flags and I'm happy to see you working hard to improve them.

    Thanks for keeping us posted. Keep up the good work.
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Fri Oct 31, 2008 1:13 pm

  • +1
    Which one will you finish btw?The one or 4 sided variant?
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Oct 31, 2008 1:19 pm

Fri Oct 31, 2008 1:36 pm

  • Well, I would still love more votes from people of which they prefer. I think so far the 3-sided is leading, there was one more (or even two more guys) who told me they liked the 3-sided flag better.
    However, I might even do both and release them, then people can download whichever they prefer. But if it is going to be included in a official Nexuiz release then we would have to decide which one, hence the voting :)
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    ai
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Fri Oct 31, 2008 1:46 pm

  • Please don't do the 3 sided. It's awkward and imho ugly. The 1 sided is slick as hell and IIRC the only problem was visibility... which can be fixed with a smoke trail and maybe some other effects.
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Fri Oct 31, 2008 2:24 pm

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