 MadFox
#7211 posted by R.P.G. on 2005/02/19 12:45:35
That gets a big LOL from me.
 HeadThump (#7199)
#7212 posted by mwh on 2005/02/19 13:16:26
no worries. was just a bit disappointed you didn't say "oh, what, like this script I wrote that you can download here" :)
 That Makes Two Of Us
#7213 posted by HeadThump on 2005/02/19 13:41:28
I'm dissapointed that I can't tell you that too. Keygrip (and esp. Keygrip 2 for Quake2) would be the next best thing for Quake movies.
For Blender, what I would like to see is a script that extopolates an IK skeleton from an existing set of keyframes from a model. You import an ace model you have retrieved from, say, Polycount, build a skeleton from it and build a model with it as a basis. For me, creating models and textures is enjoyable but animation is a pain in the arse even for Blender where skeletons are pretty easy to set up.
 Left Out An 'r ' There
#7214 posted by HeadThump on 2005/02/19 13:43:27
whoopsidaisy, 'extopolates' sounds positively vile.
 Oh Btw,
#7215 posted by HeadThump on 2005/02/19 13:55:16
here is a really cool tool I have bumped into.
http://www.delgine.com. A modeler called Deled that saves into .x files and includes light mapping. It is a hybrid product actually. Designed to function like a map/world editor for those who prefer that sort of interface to that of a modeler. The non-commercial (lite) version is fully functional so I would recommend grabbing it.
 Constantine
#7216 posted by - on 2005/02/19 18:56:43
Saw the film with PJW. A decent film, lots of nice visuals, some good theme and characters.
I was entertained, but felt the movie came off as a bit too much of a Matrix remake of some kind. Like Neo is now a guy who can cross between Hell and Earth or something and kills demons rather than agents. Throughout the movie I was expecting bullettime battles with demons and Constantine to just fly from one seen to the next (some of the ugly editing seems to support this... asking a question in 1 locale and then answering it in a totally differant one a split second later? zhuh?) That's my only real complaint about the film... oh, plus the bit with the suicide, cutting across the wrist... MORONS YOU CUT DOWN TO KILL YOURSELF, NOT ACROSS. AND IT TAKES MORE THAT 2 SECONDS TO BLEED TO DEATH.
But overall, a good film, was worth watching and was better than I expected.
 Wrath
the whole crate thing is an in-joke to begin with, so why not have something a little bit personal and fun?
Ok, but what the fuck is Floyd anyway? Since I don't 'get' it, it just looked completely inappropriate at the top of the page (though as someone mentioned the colours/details did work nicely enough with the page).
On the other hand, I don't need any explanation for why the crate is there. : )
It'd be nice to see the crate fixx0red, though.
 Fribbles:
#7218 posted by - on 2005/02/19 19:22:38
Floyd is a walking robot enemy metlslime made for Rubicon2. It looks so totally rocking that Vondur made a screensaver of it walking and Lun made a func_logo of it. That's the full story.
 Oh, And My 2 Cents
#7219 posted by - on 2005/02/19 19:24:23
I love the new logo as it is. Nice and clean.
 Re: Down, Not Across
#7220 posted by pjw on 2005/02/19 21:25:24
 Nobleman...
#7221 posted by madfox on 2005/02/19 23:57:24
 :P
#7222 posted by Kinn on 2005/02/20 02:06:28
Oh that crazy Floyd, what won't he do?
#7223 posted by speeds on 2005/02/20 03:57:32
BARNEY LOGO was ten times bettar than this crate and floyd combined!
 Very Nice Looking D3 Map..
#7224 posted by . on 2005/02/20 03:59:32
 Bleh
#7225 posted by bal on 2005/02/20 04:23:36
That map looks interesting, but bleh, D3 lighting just looks ass in outside areas, would have required some hacked in lightmaps everywhere to look ok.
 Hmm
#7226 posted by Kinn on 2005/02/20 04:38:09
Doom3 has no support for static lightmaps at all? Night-time-only maps it is then :/
 Not That I Know What A Static Lightmap Is, Much Less A Lightmap...
#7227 posted by . on 2005/02/20 04:50:27
but it's still nice seeing this kinda stuff in D3.
 Phait
#7228 posted by Kinn on 2005/02/20 05:46:16
I believe a lightmap is basically like a big phat texture that gets applied to the geometry to darken (or lighten) the existing textures. Just like in Quake-based engines.
In Doom3, lighting is totally different; recalculated every frame, and done on a per-pixel basis.
The Unreal Engine 3 supports a combination of lightmaps *and* Doom3-style lighting, so that should give the best of both worlds.
I hope Quake IV updates the engine with lightmap capability - Scampie, any comments?
 Kinn
#7229 posted by bal on 2005/02/20 05:54:31
You can hack lightmaps into doom3, by messing around with the materials and lighting in max or something (I've seen it done on some maps, not released stuff tho, so I couldn't say exactly how it's achieved).
 This Makes Sense..
#7230 posted by . on 2005/02/20 06:13:18
 ?
#7231 posted by pjw on 2005/02/20 09:49:55
That link doesn't seem to work, but it makes me curious that my nick is in it...
And nope, I can't comment about q4 lighting either, sorry; my sphincter is fine just the size it is.
 Necros
#7232 posted by HeadThump on 2005/02/20 14:41:05
I've played around with the avi capture code base again this afternoon. The AC code relies on too many functions that have been stripped out to work with Dark Places. Sorry.
BTW, if you are using the q3 bsp's with q3map2 with your DP work, picomodel is your new best friend.
#7233 posted by - on 2005/02/20 15:08:16
I can't comment cuz I don't know at all :D
 That Was My Goofy Way
#7234 posted by HeadThump on 2005/02/20 15:54:24
of saying Necros would be spending a lot of time of time using the feature.
 Oh No
#7235 posted by . on 2005/02/21 05:35:39
|