Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bitterman

Pages: [1] 2 3 ... 21
1
Strutt your stuff! / Re: Hand's viewmodel
« on: May 21, 2018, 10:35:13 AM »
Sure.

2
Strutt your stuff! / Re: Hand's viewmodel
« on: May 18, 2018, 05:00:03 AM »
Down to 1000 tris but don't like how it looks now.

Btw as I see textures/common/collision - it's only for ase/lwo and uses only on few objects in game.

How about collision model for md5?

3
Strutt your stuff! / Re: Hand's viewmodel
« on: May 09, 2018, 01:03:15 PM »
It's works.

Is collision mesh works same way?

4
Strutt your stuff! / Re: Hand's viewmodel
« on: May 07, 2018, 10:04:25 PM »
A very useful info. Thanks, guys!

As for models in PVS - they definitely interact with light (when player moves towards lights, normal maps etc). Not sure if they can take decals.


*************** upd ************

Yes, now I see.

5
Strutt your stuff! / Re: Hand's viewmodel
« on: May 07, 2018, 02:09:38 AM »
I never been heard about "shadow mesh". Perhaps you mean "collision model" (if viewmodel can collide with world)?

But hands material in weapons.mtr includes "noshadows" and "noselfshadow". Is this is not enough?

Thanks.

6
Strutt your stuff! / Hand's viewmodel
« on: May 06, 2018, 02:29:54 AM »
At last a nice looking hand's model (up right corner).

It includes 1842 triangles and this is overkill I think.

Quote
The following numbers are rough guidelines based on the numbers taken from the Quake 4 models. These numbers had been generated by importing different models and using the modelling software to list the amount of triangles.

    1st Person Weapon Total: 2000 - 2800
        Both Arms: 1300

Looking at UT3 I think "Perhaps this is a good solution when player see a only a weapon without hands, parts of body etc." (because it's easy for animation and modeling).

7
Don't even smile - it's just a prototype.

8
Some related info (not for weapons):

http://wiki.thedarkmod.com/index.php?title=Attachment_Positions

Still don't understand how to correctly place attacher's bones in the initial modeling.

Customizing in the process?

Why they set this distance between the bone "origin" and the handle of the gun?

9
Looks like weapon model oriented along Y+.

Is it from Maya by default?

Not sure about rotation. And don't see any decls to change loc/rot of attached entity.

Code: [Select]
/*
================
idWeapon::InitWorldModel
================
*/
void idWeapon::InitWorldModel( const idDeclEntityDef *def ) {
idEntity *ent;

ent = worldModel.GetEntity();

assert( ent );
assert( def );

const char *model = def->dict.GetString( "model_world" );
const char *attach = def->dict.GetString( "joint_attach" );

ent->SetSkin( NULL );
if ( model[0] && attach[0] ) {
ent->Show();
ent->SetModel( model );
if ( ent->GetAnimator()->ModelDef() ) {
ent->SetSkin( ent->GetAnimator()->ModelDef()->GetDefaultSkin() );
}
ent->GetPhysics()->SetContents( 0 );
ent->GetPhysics()->SetClipModel( NULL, 1.0f );
ent->BindToJoint( owner, attach, true );
ent->GetPhysics()->SetOrigin( vec3_origin );
ent->GetPhysics()->SetAxis( mat3_identity );


10
E.g. I have a skeleton with "pistol_attacher" bone and pistol model with "joint_attach" "pistol_attacher" in .def.

Is will be "origin" bone of pistol oriented same as "pistol_attacher" in skeleton?

Or, in other words, will the "origin" have same values of loc/rot/scale as "attacher"?

Thanks.

11
And about com_showFPS - not sure what mean these params but here is thier names:

If value is critical it draws in red color.

12
There are a few r_use cvars which was affected on fps.

Some time ago I was looking for why RB is darker than BFG. That is why.

13
On the picture below one asset loaded in BFG and RB.

For BFG com_showFPS 1 shows 60, for RB - 15. Here a .cfg which created after run RB:

Quote
unbindall
<some binds>
set com_engineHz "60"
set r_motionBlur "0"
set r_forceScreenWidthCentimeters "0"
set r_exposure "0.5"
set r_useSSAO "1"
set r_useSSGI "0"
set r_forceAmbient "0.2"
set r_useFilmicPostProcessEffects "1"
set r_useHDR "1"
set r_useShadowMapping "1"
set r_useVirtualScreenResolution "1"
set stereoRender_deGhost "0.05"
set stereoRender_swapEyes "0"
set stereoRender_enable "0"
set r_debugArrowStep "120"
set r_debugLineWidth "1"
set r_debugLineDepthTest "0"
set r_useHalfLambertLighting "1"
set r_lightScale "3"
set r_skipShadows "0"
set r_skipBump "0"
set r_skipSpecular "0"
set r_skipNewAmbient "0"
set r_brightness "1"
set r_gamma "1.0"
set r_swapInterval "1"
set r_lodBias "0.5"
set r_useTrilinearFiltering "1"
set r_maxAnisotropicFiltering "8"
set r_useSRGB "0"
set r_windowHeight "720"
set r_windowWidth "1280"
set r_windowY "14"
set r_windowX "169"
set r_customHeight "720"
set r_customWidth "1280"
set r_fullscreen "0"
set r_vidMode "0"
set r_antiAliasing "0"
set r_displayGLSLCompilerMessages "1"
set popupDialog_debug "0"

Main game assets are not loaded so system settings can't be changed via menu.

And looks like  "machineSpec" commands are not supported in BFG and RB.

How to increase fps in RB (and BFG) via console?

And second question: what means these parameters showed by com_showFPS (rs-off, G+RF, RB etc.)?

Thanks.

14
Don't use a mirror ;)

15
dmap from RBDoom works as expected with mirror.


Pages: [1] 2 3 ... 21