 What All The Shubbub Is
#11235 posted by Lunaran on 2006/11/21 07:18:14
Anyway, quake's modelgen requires skinmap imports as .LBM images. Having at first no clue what a .LBM image was, I set about trying to moosh the free Targa library into modelgen so I could just load those instead. Of course, being open source it has to go to extra lengths to be useless, and the targa code is mostly uncommented and the part that I'd have to deal with in particular is some arcane batch of bit-twiddling operations on variables with names like 'temp.' thanks, guys.
Deciding not to waste any more time on that I set about finding out what an LBM was, and quickly discovered that it's more or less synonymous with the Amiga .IFF format. Well, perfect, I thought. I can write IFF's.
But no, of course, it can't be perfect. I'm using the only version of photoshop (7) in which Adobe left out IFF support. Furthermore, searches for plugins turn up nothing useful because Alias decided to include their own proprietary image format in Maya and also name it IFF, so of course that's all anyone wants to concern themselves with these days, and the information for those plugins is always something to the effect of "You're going to have to get rid of your existing Amiga IFF plugin to make this one work, unless you're lunaran and you use PS7 in which case ha ha ha ha ha ha fuck you."
 8 Bit Bmp Files
#11236 posted by HeadThump on 2006/11/21 07:36:09
 Hm
#11237 posted by Lunaran on 2006/11/21 08:40:00
Is the source available for those? the tools source I have off id's ftp supports only lbm.
 The Reason I Ask
#11238 posted by Lunaran on 2006/11/21 09:33:16
is that I'm altering modelgen to let me import from maya, because otherwise I'd have to go through the stupid chain of hackery like export to obj and then use lightwave to convert obj to lwo, for every frame, or something equally unwieldy.
I've already got the import-from-maya changes I made to modelgen proven out and functional, but I can't test them for sure until I can import a skin. otherwise modelgen refuses to write the model.
 Any Source Is Likely Long Gone, Sorry
#11239 posted by HeadThump on 2006/11/21 10:09:39
On Inside3d there has been talking about making an all purpose Quake modeler to address the current problems common to every one who works with Quake's mdls. It might be worth emailing Frik to see if he has any suggestions (don't know if Maya import is part of what he is addressing thought).
 Well
#11240 posted by Lunaran on 2006/11/21 11:51:57
My maya import is sort of just a good-enough-to-suit-me thing. I can easily write to an ascii format of my design from maya, and easily modify modelgen to parse ascii and fill in the appropriate MDL data, so that works for me. True importing from an actual .MA or .MB would be considerably harder for reasons I think I touched on in one of the other threads (the q1sp sequels one I think).
Although if I can find a good bmplib it might be simpler to work with than .tga.
 Lunaran:
#11241 posted by bear on 2006/11/21 13:15:08
any 8-bit uncompressed format should be really easy to add support for and it's not really hard to find info about them either.
 Or Maybe Look If This Will To The Trick:
#11242 posted by bear on 2006/11/21 13:25:09
 Bear
#11243 posted by Lunaran on 2006/11/21 14:02:45
You do realize that when someone has mentioned having difficulty with something, and you try to aid them by telling them that it's easy, it comes off as insulting, right?
Thank you for the link, though.
 I Probably Exaggerated A Bit Too
#11244 posted by bear on 2006/11/22 00:46:09
just because I had good experience with loading 8-bit targa files easily back in the days while other formats may in reality be a lot less logical. Sorry if I insulted you - that was not my intention.
 LBM
#11245 posted by bambuz on 2006/11/22 07:26:28
haven't you used deluxe paint? Kids these days... You can convert any format to lbm with xnview/nconvert afaik. If nothing else, save to pcx and load in deluxe paint and save as lbm.
I'd like to add deluxe paint is an awesome paint program from the 256 color days.
 Deluxe Paint?
#11246 posted by Lunaran on 2006/11/22 12:27:45
Can I order that on punch cards? Because I don't have one of those fancy 5 1/4" Floppy diskette drives yet, and I don't want to tie up my phone line dialing into a pirated software BBS with my (external) 2800 baud modem.
and no problem, bear. posting from work sometimes allows residual anger and frustration to seep into posts. :)
although that imagemagick doesn't support amigaIFF or LBM according to their master format list. :( Also, as far as I know, an eight-bit targa is probably ridiculously simple to read, but I can't infer exactly what the structure is from the code I've found to do so, because the lines all look like the censored cartoon equivalent of what I yell when trying to read it.
... (*&|>>#$ck)!
 Lun
#11247 posted by R.P.G. on 2006/11/22 13:13:43
Maybe a dumb question, but have you turned the viewing mode to "binary file"?
 You Shouldn't Need To Infer Anything
#11248 posted by BlackDog on 2006/11/22 17:25:32
Try http://local.wasp.uwa.edu.au/~pbourke/dataformats/tga/
Google will give you any number of additional sites describing the .tga format, if that one isn't good enough.
 Megatexture
#11249 posted by tron on 2006/11/22 21:24:25
http://www.doom3world.org/phpbb2/viewtopic.php?t=17912
http://doom3.filefront.com/file/Megatexture_Technology_Mod;72779
I can't download and test this out yet, but by the looks of it unless he's playing a joke this guy has managed to get the Doom3 megatexture feature working with this mod. Anyone want to give it a try and see if it's legit?
 Tron
#11250 posted by R.P.G. on 2006/11/22 22:30:46
You mean outdoor areas don't have to look terrible anymore?
 ?
#11251 posted by than on 2006/11/23 03:30:16
I thought megatexture was new technology developed after Doom 3, not some shader that can be written afterwards and slapped into the existing tech.
Looking at the shots, it is, as suspected, nothing like what I've seen of the megatexture stuff used in QW. Looks a bit shit, wheras in what I've seen of QW the terrain generally looks great.
 Lun
#11252 posted by bambuz on 2006/11/23 05:04:55
xnview is a modern software and reads almost all formats and saves them too.
Btw deluxe paint II came on 3.5 inch floppies.
Love, b-buz.
 Kell
#11253 posted by PuLSaR on 2006/11/23 05:26:57
check your mail
#11254 posted by Trinca on 2006/11/23 05:44:13
guys why when i play fittzquake or glquake at work i got a double image? errr cant play this way... game is running but got two views... :\ is like a duplicacion! any idear how to fix that? at home works perfect!
 Trinca
#11255 posted by Spirit on 2006/11/23 06:09:29
You aren't paid for playing Quake. You probably ran into the Prevent-Rui-From-Playing-Quake- During-Work-Scanner.
:P
Try a different resolution for a start.
#11256 posted by Trinca on 2006/11/23 06:11:23
lol Spirit_ :p i must test my map after compiling... :p i dont play levels in here...
 Trinca
#11257 posted by JPL on 2006/11/23 06:24:15
Did you played the latest map I sent you ? Or you are too busy to play at office to test my map ? :P
#11258 posted by Trinca on 2006/11/23 07:07:00
lol JPL sent u a email few minuts ago...hehe lucy guess :p
 Trinca
#11259 posted by JPL on 2006/11/23 07:10:37
Sorry, I haven't seen it yet... I'll check it right now: thanks :)
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