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Arcturus

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Posts posted by Arcturus

  1. BTW, a new trailer for the "Next gen" came out:

     

     

    It's a feature length animation (financed by Chinese I believe) from a Canadian studio Tangent Animation. Apparently Netfilx has bought the rights to the film. Animated and rendered entirely in Blender / Cycles. Studio hired some in-house developers to improve Blender and hopefully those changes will find a way into official Blender release.

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  2. As mentioned by rich_is_bored in this thread md3 format hasn't been really used much in Doom 3 engine. One drawback is there's no interpolation between frames like there is in skeletal animation. I set water in my example to be 30 fps so it looks a bit choppy. You can bind it to game's FPS which should be smoother but then you may need more frames in the md3 file. BTW did you increase resolution of real time reflection?

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  3. My only issue was that the animated water was invisible from almost all angles when postprocessing was active, otherwise it worked flawlessly.

    Changing post processing in the menu doesn't seem to matter on my end. Does turning lantern on cause problems? Did you try swimming with lantern on? I just noticed btw that my md3 water tests don't work at all in x64 version. It would be nice to have some kind of vertex animation working.

    The second water is a tiling animated mesh. Making some parts fit around the ship is going to take updating the skeleton and animations. So I'll have to finally sit down and learn how to handle animated meshes.

    It's not animated by a skeleton. It's a md3 model where each frame is stored as separate meshes.

  4. Sure, def file is:

    model tree_anim_test2a1exp1
    {
    mesh models/md5/nature/tree_anim_test2a1exp1.md5mesh
    anim idle models/md5/nature/tree_anim_test2a1exp1.md5anim
    }
    entityDef atdm:tree_anim_test2a1exp1
    {
    "editor_displayFolder" "Nature"
    "spawnclass" "idAnimated"
    "model" "tree_anim_test2a1exp1"
    "start_anim" "idle"
    }
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