dmn_clown
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« on: March 13, 2007, 06:44:36 PM » |
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I am tired of looking at our silly ctf flags so I decided to proto-type a new one that is less silly. Modeled in misfit model 3d 1.3.3 (Integrates with KDE, has native md3 support, including tags, in the development branch, the stable branch has md3 support as a plugin).
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tw3k
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« Reply #1 on: March 13, 2007, 06:47:23 PM » |
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coolness, i'll have to try misfit too.
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dmn_clown
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« Reply #2 on: March 14, 2007, 12:20:54 AM » |
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screeny of the final version
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Jeric Hikari
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Skeletal Geek
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« Reply #3 on: March 15, 2007, 10:22:51 AM » |
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I like!
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tw3k
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« Reply #4 on: March 15, 2007, 01:22:20 PM » |
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yeah the gargoyle head looks tight, good job
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baconfish
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« Reply #5 on: March 26, 2007, 04:56:28 PM » |
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Looks cool! Does the flag actually wave, or is it static? I'm considering making another flag more in the style of the Tribes flags.
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dmn_clown
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« Reply #6 on: March 26, 2007, 05:25:52 PM » |
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it's static. Just remember that if you do make a new flag that is larger than the old flag you will have to model it higher than center or it will be buried in the floor because all of the ctf maps were made with the toy flags as models. Though I was considering something less iDish and more akin to a Nobori.
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baconfish
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« Reply #7 on: March 26, 2007, 05:30:32 PM » |
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I considered it as well, but nothing really has a Japanese feel to it in OA. Do mapmakers pick their own flag models, or is it expecting only one generic flag for the whole game?
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dmn_clown
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« Reply #8 on: March 26, 2007, 05:57:13 PM » |
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one generic flag.
[edit]: You could always do something Mon-like, as long as you don't copy Tsugaru Nobuhira's Mon which would cause German politicians to have fits and seizures.
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« Last Edit: March 26, 2007, 06:47:15 PM by dmn_clown »
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baconfish
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« Reply #9 on: March 26, 2007, 06:55:44 PM » |
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If anything (aside from trying to make my own), it'd be the Hōjō clan's mon
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dmn_clown
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« Reply #10 on: March 26, 2007, 07:28:55 PM » |
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Why not the Oda clan? d-;
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baconfish
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« Reply #11 on: March 26, 2007, 08:12:04 PM » |
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I live my life for Nintendo. I almost died when I first saw Hōjō clan's mon in that Kurosawa movie...
Er, back to topic. UV unwrapping is a bitch for me, but I'm wondering: does the Q3 engine support rectangular textures? I'm talking about resolutions like 256x512 as opposed to 512x512. None of the active users in the channel seem to understand :S
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fromhell
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« Reply #12 on: March 26, 2007, 09:28:25 PM » |
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yes
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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dmn_clown
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« Reply #13 on: April 04, 2007, 02:29:21 PM » |
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The flag is now animated.
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kit89
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« Reply #14 on: April 04, 2007, 03:02:40 PM » |
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Got a video of it...erm...being er.. flag like?
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dmn_clown
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« Reply #15 on: April 04, 2007, 09:28:16 PM » |
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no. its in the svn, though.
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Blaenk
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« Reply #16 on: April 04, 2007, 09:58:53 PM » |
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It's animated now? Nice job dmn_clown
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dmn_clown
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« Reply #17 on: April 04, 2007, 11:33:09 PM » |
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It's just a simple deformvertexes sin wave.
Does anyone have an idea on how to achieve the ut2004 flag animation with q3 shaders?
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fromhell
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« Reply #18 on: April 05, 2007, 03:12:05 AM » |
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iirc, you could have more than one deformVertex on there
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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dmn_clown
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« Reply #19 on: April 05, 2007, 11:56:48 AM » |
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Yes, you can have up to 3 deformvertexes but I was looking for a specific wave function that would make it collapse as if there were no wind. That would be less work than hacking the engine to allow mapobjects to be animated.
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kit89
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Shoot him..
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« Reply #20 on: April 05, 2007, 12:36:59 PM » |
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You could always just animate it by hand. Then you can set it up that depending on the circumstances it either flaps or doesnt.
I think there was a script created that replaced softbody/wave movements in Blender with Bones.
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dmn_clown
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« Reply #21 on: April 05, 2007, 01:30:01 PM » |
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Couple things wrong with that.
1.) I don't use Blender, its interface is far from intuitive and its md3 support is rather convoluted and limited due to the limitations of its plugin system. MM3d has an intuitive interface and excellent md3 support (actually the best of any of the software libre 3d modelers, even in beta).
2.) TTBOMK, the engine does not support frame animation within mapobjects which would make any animation of the model pointless until the engine supported it, which AFAIK will be never as Q3:A didn't support it.
It's a nice idea, though.
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fromhell
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« Reply #22 on: April 05, 2007, 01:54:38 PM » |
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mapmodels can't support frames at all anyway since they're really just compiled into the BSP itself instead of an actual external MD3. CTF flags aren't mapmodels though. As for Blender this is how I model with it and I thought it was comfortable, didn't need to touch the bottom big panel much. I really need to take this kind of time to work on OA though
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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dmn_clown
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« Reply #23 on: April 05, 2007, 03:04:23 PM » |
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Yes, you do need to spend more time working OA d-; I'm not going to debate which interface is better, use what you like and what you are comfortable with but on a technical level mm3d's md3 support blows blender's out of the water. It imports md3 animations, materials, tags, and with player models will import all three meshes (head upper lower). On export of player models will save the mesh as head.md3, upper.md3, and lower.md3 and write the animation.cfg ( Save As > model.md3 is far more efficient then blender's support plus it integrates nicely with kde). CTF flags aren't mapmodels though. I'm still not sure that it is possible to frame animate.
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