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Bikerdude: - questions


Bikerdude

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Greebs, if we could export a FS, then would the model retain the args of said FS, eg noshadows or noclip etc...?

No, because you just create the ASE file itself, you need to re-import the model (by creating a new "func_static" - i.e. choosing "Create Model..." in the ortho context menu).

 

2. when I rotate them the bloody origin moves, so far away its now in the bloody void..

 

The ASE exporter doesn't change any vertex coordinates, so if your func_static is at "3200 2000 1679" the exported model's vertices will be at the same coordinates, and upon re-importing the ASE all the vertices are measured relatively from the func_static origin, hence the huge displacement.

 

To fix this, the ASE needs to be tweaked in Blender or Max, or the func_static needs to be moved before export, or the script needs another option to center the exported model around the 0 0 0 origin.

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Serps you have a PM!

 

 

To fix this, the ASE needs to be tweaked in Blender or Max, or the func_static needs to be moved before export, or the script needs another option to center the exported model around the 0 0 0 origin.

I would appreciate this, if and when you get the time Greebs.But that said, the model was made on the 0 0 0 origin in the first place, I will check said model to see if I have done something etc..

Edited by Bikerdude
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Oh sorry, I just made a box, threw a couple textures on it, exported, reloaded models and checked ands it was right.

 

So I tried again with a func_static, same issue. No shader found.

 

So I made it world spawn, exported. PERFECT.

 

So just make them world spawn and at 0,0,0 before export and they'll be fine.

 

Actually rich_is_bored is now my hero ! wink.gif

Never thought it would be so easy to make models in an editor.

-------------

One issue though.

 

The ase says material is

 

*BITMAP "\\purgatory\purgatory\doom\base\textures\darkmod\wood\boards\rough_wood_sand"

 

which should probably be changed to

 

*BITMAP "//base/textures/darkmod/wood/boards/rough_wood_sand"

 

just in case we ever do go open source.

 

Can that be fixed RiB?

 

----------

 

 

 

We can also export to obj, which is easy to import into Xnormal. So theoretically you can make a hi and low poly object in DR. Export to obj, bake a normal/ao. Add that AO and normal to the textures used (requiring more materials- but just editted from base materials). Then put those base materials onto the worldspawn in place of the base materials, export to ase.

 

A fully baked object never using a model program. (of course you would need to be careful that the uv's don't overlap which would be a little tougher in DR, but easy enough with patches and the texture tool.

Dark is the sway that mows like a harvest

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Not to remind people of my foolish posts but Baddcog's work-flow (above) would go perfectly with a Sculpt feature for Patch Vertices

 

I wont say more for fear of another beating... :laugh:

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Well, if we did have that feature then we could 'paint' verts just like you can do with displacements in Hammer (instead of just editting them) which would be enormous. I'd love to see that but I'm sure it's a monumental programming task.

 

Maybe Greebo is humoring these ideas after all?

 

See tracker: 0002359

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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@nbhor,

 

I have mentioned it before but wasn't holding breath...

 

Another question:

 

How do I get the arms of a ragdoll skeleton to be inside the coffin ..?

 

Also, how do I and where do I get a ghost Ai..?

 

1- good luck. You have to make a ragdoll, then go in game and position it. Well, actually shouldn't be too hard, you can always put a lid on later. So make the ragdoll in the air above the coffin, go in game it'll drop in. The it's somehting like edit_ragdolls (i think again), drag it around and save ragdolls.

then in editor it's where it should be? haven't done it myself. But MD has.

 

Then put the lid on it (if you have lid).

 

2- not sure if it's included yet. Spring was working on skins (need to make them transparent...) I think

Dark is the sway that mows like a harvest

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Wicked coolz!

 

Now someone needs to write the the plugin... :) ... :) ... :(

 

(wishes I had the skills... :( )

 

 

Cool anyway. All sorts of nifty stuff can be done with this level of access...

 

Thanks Greebo! :)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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So make the ragdoll in the air above the coffin, go in game it'll drop in. The it's somehting like edit_ragdolls (i think again), drag it around and save ragdolls. Then in editor it's where it should be? haven't done it myself. But MD has.Then put the lid on it (if you have lid).

Hmmm, well Ive position the ragdoll using the "g_dragEntity 1" command, then saved the position of said ragdoll using the "saveRagdolls" command. but when I go into Dr the ragdoll is still in midair, not in the coffin...

 

:(

Edited by Bikerdude
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saveRagdolls stores the absolute joint positions on the entity but it does not show in DR. Best you can do is move it in DR yourself roughly where it wants to be but it will still be in crucified position. It makes no differerence if you move it into the next room in DR because it will show in the game as to where you used saveRagdolls.

 

Note that saveRagdolls saves ALL your ragdolls so if you have any others, they are all fixed now and if you move any in DR it won't have any effect in-game until you delete all those position spawnargs.

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Which spawnargs are you refering too...?and whats the best way to delete them..

 

Sounds like the best thing to do is to highlight all the ragdolls you don't want saved, save them as a prefab, delete them, do the saveRagdolls to save the one(s) you want, then reload the prefab so all the other ragdolls are back in where they're supposed to be. Easy.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Don't worry unless unless it's a problem. But say you have some other ragdoll and want to move it in the editor then you need to delete the spawnargs on it. They all begin 'body', eg, 'body chest'. If I had dozens of these I want to delete I'd back up the map and do it in a text editor, eg, search and select all the following in one go....

 

"body chest" "-356.66308594 5700.06494141 -92.14458466 -27.77375412 -156.31008911 88.22084808"
"body head" "-361.69610596 5712.52832031 -95.56398773 -23.85672379 -172.72621155 121.36589813"
"body lloarm" "-352.75741577 5682.75585938 -82.40873718 73.56517792 -175.41290283 104.01412964"
"body lloleg" "-344.95425415 5651.03271484 -101.43097687 26.02332115 43.44020462 -58.43520355"
"body luparm" "-353.15319824 5700.44189453 -84.21513367 20.12355995 17.69065475 80.53271484"
"body lupleg" "-350.43560791 5671.94677734 -91.59854126 75.22060394 97.3456955 -163.15791321"
"body rloarm" "-360.11676025 5679.76464844 -100.9400177 -52.59682083 -13.54997158 -80.47982025"
"body rloleg" "-368.67251587 5660.28613281 -97.58469391 16.15124321 2.83443832 -73.04901123"
"body ruparm" "-360.48471069 5697.75976563 -99.20341492 -34.30990601 -161.99780273 -95.80653381"
"body rupleg" "-361.30215454 5679.91796875 -96.29102325 -41.45101929 -38.6987381 58.41960907"
"body waist" "-351.90664673 5687.13623047 -92.65863037 -31.52648926 166.4992218 79.05975342"

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New problem:

 

I have imported my cathedral map into my oldtown map, but Im getting the following crash error from D3 -

 

Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------
malloc failure for 8388616

 

The details for the map are:-

 

Brushes: 9450

Patches: 7628

Entities: 4145

Shaders: 256

Models: 370

named Skins: 122

 

 

Googling shows it to be a C++ memory allocation error...?! I have 3.25Gb to use, Dr is using 768Mb and when tdm is running with that map its using 1.2gb+ could be that the map is so big I cant have D3 running at the same time as DR..?

Edited by Bikerdude
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Googling shows it to be a C++ memory allocation error...?! I have 3.25Gb to use, Dr is using 768Mb and when tdm is running with that map its using 1.2gb+ could be that the map is so big I cant have D3 running at the same time as DR..?

 

In windows running a 32bit executable you will have the hard limit of 2gb for a single user process of which a whole bunch is used by various other things and its generally accepted that you will get a max of 1.2-1.3gb before running into trouble. At a point in doing something with your map doom3 is trying to allocate a large new chunk which then encroaches on this and triggers the failure, killing doom.

 

If its possible to keep them split, that'd be by far the best solution, if not the only one.

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maybe there are ways to optimize that though.

 

4000 entities(basically maxed) and 400 objects. why not make alot of your entities into models? i suppose you could make one church arch into an object and clone it 5 times, etc...

it would also decrease the brush and patch counts.

 

and it would be easy to at least test it.

Dark is the sway that mows like a harvest

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