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Open The Sky Project(Images!)
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Topic: Open The Sky Project(Images!) (Read 79771 times)
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Open The Sky Project(Images!)
«
Reply #270 on:
January 16, 2008, 11:41:30 PM »
Don't devs take Tremx seriously?
WHY? There are many many many nice ideas.
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Ingar's NetRadiant
snb
Turrets: +15/-265
Posts: 422
Re: Open The Sky Project(Images!)
«
Reply #271 on:
February 20, 2008, 11:04:50 PM »
making any progresss?
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Half Life head crab by the way
Quote from: Annihilation on November 26, 2008, 03:21:48 AM
On Topic:
My favorite type of metal has to be whatever type Demons and Wizards fall into.
CrAzY
Turrets: +1/-6
Posts: 30
Re: Open The Sky Project(Images!)
«
Reply #272 on:
March 11, 2008, 01:07:17 AM »
Quote from: snb on February 20, 2008, 11:04:50 PM
making any progresss?
I think he gave up? :'[
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laspace
Turrets: +2/-9
Posts: 15
Re: Open The Sky Project(Images!)
«
Reply #273 on:
March 11, 2008, 03:07:51 AM »
Just wait till the post about progress, no need to comment.
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n class 10-05-07:
"I already know everything so this doesn't apply to me"
Teachers response *Teacher starts cracking up and writes my quote up on the board"
benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #274 on:
March 11, 2008, 02:43:13 PM »
Redsky got
and left, if I understand correctly.
It's just possible another skilled modeller would be able to finish what he started.
I'm still happy to code for it.
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b
en
machine
Risujin
Turrets: +33/-13
Posts: 740
Re: Open The Sky Project(Images!)
«
Reply #275 on:
March 11, 2008, 03:58:37 PM »
Quote from: benmachine on March 11, 2008, 02:43:13 PM
Redsky got
and left, if I understand correctly.
It's just possible another skilled modeller would be able to finish what he started.
I'm still happy to code for it.
It's what happened with me and chompers.
Logged
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #276 on:
March 31, 2008, 03:30:16 AM »
Quote from: benmachine on March 11, 2008, 02:43:13 PM
Redsky got
and left, if I understand correctly.
well im having a hard time lately - thats why Im not writing anything on the forum...
But dont worry my friends - I will be back as soon as I take care of my problems
and hopefully pass exam(thats realy soon)
And than we can finish what has been started
Dont loose hope and i may be back with some more good news
@benmachine: so your still in it, good to hear that... i was afraid that you will leave.
hmmm, i guess the model is quiet ready... but im not sure if i gave you the latest one i have done.
Well i could not send it right now anyway: my PC is on holidays
(dont ask why)
thing that should be done with the model is flipping the normals inwards but i just cant seem to do it right
but we will think about it later
for now i have to say 'Bye!' and i hope not for long
Take care fellas!
-RS
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Happy New Year Everybody! : signature adequate once a year.
player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: Open The Sky Project(Images!)
«
Reply #277 on:
March 31, 2008, 03:41:27 AM »
Quote from: UsaKilleR on January 16, 2008, 11:41:30 PM
Don't devs take Tremx seriously?
WHY? There are many many many nice ideas.
Please conduct a more thorough search (hint: the modmaker was someone who liked to be a thorn in the side of the devs).
Logged
The Fractal Zion Incident
,
OR
How One Man Singlehandedly Saved the Brindus System
The Dreaded
"Third Race"
Suggestion:
The Unvanquished!
benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #278 on:
March 31, 2008, 04:53:16 PM »
Quote from: Redsky on March 31, 2008, 03:30:16 AM
well im having a hard time lately - thats why Im not writing anything on the forum...
Aww *hugs*
Take your time. I'm in no rush to do lots of work
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b
en
machine
==Troy==
Turrets: +65/-67
Posts: 439
Re: Open The Sky Project(Images!)
«
Reply #279 on:
March 31, 2008, 05:13:27 PM »
I will be also glad to help. Not only with physics this time but with actual coding
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googles
Turrets: +30/-19
Posts: 219
Re: Open The Sky Project(Images!)
«
Reply #280 on:
April 02, 2008, 08:17:47 PM »
I would also like to give my services if needed, if you have anything needed done feel free to throw them my way. That is, if i can do it.
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illwieckz
Turrets: +0/-0
Posts: 3
Re: Open The Sky Project(Images!)
«
Reply #281 on:
April 22, 2008, 09:24:46 AM »
I'm not friendly with english and it's so difficult to read all the thread, so I hope this was not already said in the previous 10 pages.
Can we imagine that a flying alien can fly only if it falls first? Like a bat ?
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memoris mortem †
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #282 on:
May 06, 2008, 06:25:42 PM »
Quote from: illwieckz on April 22, 2008, 09:24:46 AM
I'm not friendly with english
Same for me
Quote from: illwieckz on April 22, 2008, 09:24:46 AM
Can we imagine that a flying alien can fly only if it falls first? Like a bat ?
I wasnt thinking about it... but yes, planes made from paper do move forward whan they are falling. Not sure if that will be implemented too.
Thanks googles, i appreciate that you are willing to help
Its final countdown: Im will be back in around
20
days
ready to kick some flying-aliens' asses
I just cant wait to get my hands dirty once again! Cheers!
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Happy New Year Everybody! : signature adequate once a year.
googles
Turrets: +30/-19
Posts: 219
Re: Open The Sky Project(Images!)
«
Reply #283 on:
May 07, 2008, 12:06:50 AM »
Well im ready to kick some flying-alien ass(code wise that is :-D), but i would like to suggest we move up to a more..current QVM, nothing is wrong with risujins balance mod but its lacking..features and also lacking the bug fixes, that is why i think moving the whole project to Lakitu's QVM
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doomagent13
Turrets: +18/-18
Posts: 506
Re: Open The Sky Project(Images!)
«
Reply #284 on:
May 07, 2008, 11:21:47 PM »
You could remove the backport patch from balance mod's patch, then update svn revisions, then patch balance back on. You would still need to do a lot of manual editing, but would likely be better than using a 1.1.0-esque style qvm as a base.
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benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #285 on:
May 08, 2008, 05:25:45 PM »
I have no real interest in Balance as a codebase for this project. My intention had been to work from svn head, applying some essential patches if necessary.
But, whatever.
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b
en
machine
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #286 on:
May 26, 2008, 06:40:49 PM »
Im here!
Im think i should polish up animation and texture...
about model, well im not sure how to fix problems with wrong normals... i think that shader
with "cull none" could make it look right, but with impact on rendering speed. Im trying to make both vandal pk3 from benmachine work and balance pk3 (with vandal) from Risujin.
But they dont work, if any, ANY change was done in pk3 thay simply stop running(that is "vandal"(by Ben) mod changes back to "balance" whan i try to run it, server on tremded(By Risu) on the other hand switches off)
I feel confused and not sure what to do. I cannot fix normals and texture without beeing sure how it will look in game.
Im going to search for any info to solve this problem, but still i doubt i will find answer too soon... if you can help me, that would surely boost up works speed.
Good to be back!
Edit: it looks as if there was a problem with compression and decompression to zip files, im not sure why but pk3 files that once worked opened and recompressed back to zip stop working(yes i have check the name and extension -pk3)
«
Last Edit: May 26, 2008, 07:24:17 PM by Redsky
»
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Happy New Year Everybody! : signature adequate once a year.
googles
Turrets: +30/-19
Posts: 219
Re: Open The Sky Project(Images!)
«
Reply #287 on:
May 26, 2008, 07:52:46 PM »
If you guys are interested, i would like to add the flying aliens to my portal mod :\
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benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #288 on:
May 30, 2008, 05:03:53 PM »
Redsky: Is the pure check causing you problems? If you are running a server with the pk3 on it, the server will checksum the pk3 and compare it to the checksum on the client, rejecting the client if they don't match. You can restart the server (or perhaps just change maps) to make it re-check the pk3s, or you can disable the check with sv_pure 0. It's not advisable to do this on a serious game server though as without the pure check it is incredibly easy to cheat.
If you both disable pure check and enable cheats, it may be possible to simply place the model in base/models/players/vandal/ or wherever it was and the client will attempt to use that. I haven't tried this out a great deal, so Results May Vary.
If you're getting a specific error message or problem please post it, we're very good at that sort of thing.
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b
en
machine
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #289 on:
May 31, 2008, 02:47:17 PM »
yep i had some viruses - but it wasnt the reason. I just shouldn put the files into one folder before zipping... ehehe
But, it doesnt matter much: here is something of great importance... I just fixed model and here it is
http://files.filefront.com/vandal+newzip/;10433365;/fileinfo.html
dont worry about textures - I'm working on it.
Benmachine, model i think should be a little bit smaller than maras.
PM me if u need any help with anything
Ill just repeat question: is it possible to create 2 modes of walking similar to evolving?
what do i mean: pressing "c" => changing hitbox to other size, changing controls a bit(no walking in fly-mode), taking other animation(eg. jump), changing physics.
I fully realize that this is problematic, but result will be breathtaking for sure. Just tell me which way you will pick - maybe i will have to make new animations. Cheers!
«
Last Edit: May 31, 2008, 02:49:55 PM by Redsky
»
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benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #290 on:
June 01, 2008, 10:37:11 PM »
Possible, perhaps, but probably a pain. Switching controls and physics isn't too hard, but changing bboxes requires some nasty messing and is vulnerable to bugs (see
http://bugzilla.icculus.org/show_bug.cgi?id=3596
for an example of the problems that changing the bbox of battlesuits causes). It's far from impossible but if we could avoid it I'd prefer that.
I'll won't have a look at your stuff until Wednesday afternoon at the earliest I'm afraid, exams in the way. See you then?
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b
en
machine
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #291 on:
June 04, 2008, 05:40:22 AM »
Yey!! today is the day! Waitin for benmachine and spamming my own topic with some useless post like:
Quote from: Redsky
Yey!! today is the day! Waitin for benmachine and spamming my own topic with some useless post like...
Edit:
http://files.filefront.com/summary+v3txt/;10491100;/fileinfo.html
<=revised summery with all animations
(Ben i would make animation.cfg file but im not sure what do you want to use (which animations) and how you would like to call animations...
«
Last Edit: June 04, 2008, 01:38:54 PM by Redsky
»
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benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #292 on:
June 04, 2008, 02:15:24 PM »
It's improved, but it looks like some of the surfaces are still inside out - see
http://elarned.co.uk/trem/vandal/screenshots/shot0006.jpg
I also mirrored your downloads, by the way:
http://elarned.co.uk/trem/vandal/files/
I'm going to try a new method of backporting, and if it succeeds I'll have a pk3 up for you later today. It won't be quite the detailed system you laid out but just me toying with velocities and things.
«
Last Edit: June 04, 2008, 02:17:05 PM by benmachine
»
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b
en
machine
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #293 on:
June 04, 2008, 02:35:54 PM »
Hmmmm, i dont get it... I have no problem with it. Everything works just fine... i would post my screenshots but they are not there (in base\screanshots\
)
Are you using the newest version of model?
Quote from: Redsky on May 31, 2008, 02:47:17 PM
http://files.filefront.com/vandal+newzip/;10433365;/fileinfo.html
Edit: my screenshot made with "PrintScreen" key
http://farm4.static.flickr.com/3044/2550532257_c00bbcce41_o.jpg
Im using testing mod you shared me, and apparently it cannot save images(?) nevertheless its working!(checked with zip file i posted here)
Great...
i have to go. See you tommorrow!
«
Last Edit: June 04, 2008, 03:33:00 PM by Redsky
»
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Happy New Year Everybody! : signature adequate once a year.
Samurai.mac
Turrets: +18/-17
Posts: 317
If it ain't broke, check grammatical correctness.
Re: Open The Sky Project(Images!)
«
Reply #294 on:
June 04, 2008, 04:30:35 PM »
Not sure about the yellow colour, it doesn't seem to follow the style of the other aliens which aren't overly saturated with colour.
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mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: Open The Sky Project(Images!)
«
Reply #295 on:
June 05, 2008, 11:40:41 PM »
MAKE IT PURPLE. or brown. or both. or something.
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #296 on:
June 06, 2008, 07:54:16 AM »
Quote from: mooseberry on June 05, 2008, 11:40:41 PM
MAKE IT PURPLE. or brown. or both. or something.
it is brown and a little purple... and yet still yellow. I will make textures a little bit darker in the furure.
you know what? whan its finished you could paint it yourselves
«
Last Edit: June 06, 2008, 07:57:33 AM by Redsky
»
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benmachine
Turrets: +99/-76
Posts: 915
Re: Open The Sky Project(Images!)
«
Reply #297 on:
June 08, 2008, 11:49:17 PM »
You were right about the model. I started from scratch and now it works.
Mostly just to show I'm not completely lazy, I made a pk3 for you:
http://elarned.co.uk/trem/vandal/files
I haven't copied over any of the sounds yet (I'm still
mostly
lazy) but you can see the model at least, and my estimates for a good bounding box size. I also did a proof-of-concept thing to demonstrate switching physics when the user presses tertiary fire (and forgot to remove a debug print to the console for it, nevermind). You actually do this by switching classes to a one which uses the same model, bounding box etc. but different jump height, air acceleration and so forth. It's a simple test to determine which mode you're in (which you can do from the client, UI, and server) but at the moment it has the drawback of making two copies of the model file, which is a bit silly. I'll see if I can find a way of making them both use the same model, but different configs.
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b
en
machine
Pwn-Tastic-Bob!
Turrets: +1/-1
Posts: 2
Re: Open The Sky Project(Images!)
«
Reply #298 on:
June 09, 2008, 02:53:56 AM »
Quote from: fleash eater on August 15, 2007, 11:28:14 PM
make it wall walk and let it snipe like adv. goons then well be tallking
who needs wallwalk when you can fly?
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Jalaco
Turrets: +4/-1
Posts: 58
Re: Open The Sky Project(Images!)
«
Reply #299 on:
June 09, 2008, 03:51:36 AM »
Hey if color changes are needed on the model I could give it a shot.
\\^// Jalaco \\^//
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