TeamOps FPS Alpha
TeamOps FPS Alpha
TeamOps is a First Person Shooter using Irrlicht for grafic, Newton for physic and OpenAL for sound. Currently in Alpha Status
Features are:
*/ Full 3D sound support
*/ Lag Free Internet and LAN playing
*/ Physic System
Because iam a programmer and suck at art the models used are only temporary. Iam searching for better ones.
The code works. But is very alpha. Everything is written in C#.
Download the code from here: http://www.file-upload.net/download-269 ... s.zip.html
Screenshots here: http://teamoperations.blogspot.com/
Features are:
*/ Full 3D sound support
*/ Lag Free Internet and LAN playing
*/ Physic System
Because iam a programmer and suck at art the models used are only temporary. Iam searching for better ones.
The code works. But is very alpha. Everything is written in C#.
Download the code from here: http://www.file-upload.net/download-269 ... s.zip.html
Screenshots here: http://teamoperations.blogspot.com/
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- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
http://www.file-upload.net/download-272 ... r.zip.html
-> The map editor You can save/load scenes and save scenes as serialized xml files.
-> The map editor You can save/load scenes and save scenes as serialized xml files.
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- Posts: 219
- Joined: Fri Apr 13, 2007 8:29 pm
- Location: Illinois
- Contact:
... it was a lot of work... i loaded all animation-skeleton files into milkshape, set the root skeleton joint to 0,0,0 and finally added the mesh to the skeleton.
(~4500 frames) So, the animation come from the cs file.
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Updated the map editor:
http://www.file-upload.net/download-273 ... r.zip.html
Please tell my if it works
(~4500 frames) So, the animation come from the cs file.
__
Updated the map editor:
http://www.file-upload.net/download-273 ... r.zip.html
Please tell my if it works
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- Posts: 219
- Joined: Fri Apr 13, 2007 8:29 pm
- Location: Illinois
- Contact:
By hand????noone88 wrote:... it was a lot of work... i loaded all animation-skeleton files into milkshape, set the root skeleton joint to 0,0,0 and finally added the mesh to the skeleton.
(~4500 frames) So, the animation come from the cs file.
Or after mesh attaching everything just worked as in CS?
BTW, why they were broken apart, in the first place (animation and mesh)