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So, what are you working on right now?

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@Geep HMart made a tracker entry along those lines once: https://bugs.thedarkmod.com/view.php?id=5045

Arcturus made an MD5 animated fish for his 'animated grass test' map; I imported the EoS one because it already had an AI def to build on.

@STRUNK I'll supply a download link once I've cleaned up the 'testbed' set-up (currently it's using a partial version of the Arx scriptobject, which it probably doesn't need just to swim around, but I need to check swapping in a generic TDM AI scriptobject doesn't break the animations).


Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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26 minutes ago, STRUNK said:

STRUNK-2020-03-27-17-32-33.jpg

But will it grind?

https://streamable.com/dteg9

Very nice! 😎

I'd suggest exporting it as .ase instead of .lwo, though. DR doesn't export smooth .lwo's in recent versions; DR's .ase's are also glitched in a similar way (every tri gets its own 3 verts instead of sharing with neighbours) but at least it looks ok ingame.

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1 minute ago, STRUNK said:

@Dragofer

Didn't know that, but luckely I always export as .ase : )

That's weird, my DR (v2.7) doesn't produce the hard blocky surfaces I'm seeing in your spice grinder.

Btw, try looking at this:

https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc.

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How many more surprises are you gonna whip out? Any ETA on when the full kitchen assets pack will be done?

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@Jedi_Wannabe

I still have a few things cooking, and I don't know when I will be finished with it, but I will pack it all together finally and share it. : )

 

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@Dragofer

This decal text making is interesting indeed,thanks for the link.

I have it all in pieces because I want to do stuff with it, but if you like to check out if and maybe why it''s blocky, here's a link to the parts:

Coffee Grinder Parts

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17 hours ago, VanishedOne said:

Arcturus made an MD5 animated fish for his 'animated grass test' map;

Siege Shop has a "school" of Arcturus' fish swimming the moat*. They were rotated and resized so there was variation. Then I bound each to a mover on a spline. My WIP pagan village map also has the same fish in a river.

They are nice, but would love to see more animated fish. And birds! I need some ravens.

 

*One pass in about a minute or so, swimming upstream.

Edited by PranQster
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Linux pranqster 5.6.3-desktop-2.mga8 #1 SMP Sat Apr 11 14:38:22 UTC 2020 x86_64 x86_64 x86_64 GNU/Linux

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Oh yes, ravens. Vultures too.

I'll have to check those Siege Shop fish out. 🎏

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Everytime I check this thread now, I get hungry...

 

Those are looking great though @STRUNK

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21 hours ago, Geep said:

@VanishedOne

Interesting, HMart was also referencing work done in Unity.

Boids is neat trick and a really old one the first time I saw it implemented, was on a very old benchmark from the now dead codecreatures company, this much before Unity even existed, so is not something particular to that engine, it exists in Unreal Engine, Cryengine and many others.

IMO the reason original idtech 4 has no such thing, is just because Doom 3 story and gameplay didn't needed it, is mostly used in games with large open spaces.

BTW even tho a boids system would be cool, I think you can use a particle or FX system to simulate this has well. 

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Yes I've seen something about huge fire control computers on battleships. I guess they needed them badly, with all those variables on moving ship.


S2wtMNl.gif

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