Just for fun - South Park ;)

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hyankov
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Just for fun - South Park ;)

Post by hyankov »

Spending too much time at work...

http://yankov.us/3d/southpark.zip

I love the engine. I wish I had a little bit more time. The stupidity you will witness is just for fun... too much pressure at work :twisted:


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Hristo Yankov
Saku
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Post by Saku »

lol this is nice :D
Lets see some more of this!
Call me Wice, Miami Wice!
hyankov
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Post by hyankov »

By the way, from this not-so-serious topic, to one serious question...

We don't have GI in the engine, do we? What alternative do we have? Dome? Most of the video cards support up to 8 light hardware, right? This means, that in one pass, it can render only 8 of them (this does not mean it will not render the other, but it will be slower).

If we are supposed to create sky dome of omnies, what is the best proportion? I mean: how many lights, what radius, what intensity...?

In the image/application you see, I added 3 lights. If I didn't add any light, these ultra-low-poly models would look terrible.

Sorry for my bad English, I am Bulgarian :)
Hristo Yankov
sdi2000
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Post by sdi2000 »

yeah very nice =)
im also hard under pressure at work...
ive no more time left to complete my framework and upload them. *cry*
:cry:

Good on you! :D
etcaptor
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Post by etcaptor »

hyankov wrote: Sorry for my bad English, I am Bulgarian :)
We are two :wink:
Congarts from Shumen!
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Post by Guest »

Three, i'm from Russe :D
etcaptor
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Post by etcaptor »

We seems like a team :lol:
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hyankov
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Post by hyankov »

etcaptor wrote:We seems like a team :lol:
Let's do something then :)
Hristo Yankov
afecelis
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Post by afecelis »

hi hyankov!

Loved your test app. The models and animations look very nice. Did you model-animate them? If so; could you give us a hand with animating MD2 models; I mean like a general guideline or a brief tutorial? I've always found Md2 to be an interesting format for games but finding good animation tutorials for a format that's becoming a bit old and outdated is difficult. I'm sure the community would greatly benefit from your knowledge (specially me! :wink: )

vlagodaria! (sorry for the spelling) :wink:
hyankov
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Post by hyankov »

afecelis wrote:hi hyankov!

Loved your test app. The models and animations look very nice. Did you model-animate them? If so; could you give us a hand with animating MD2 models; I mean like a general guideline or a brief tutorial? I've always found Md2 to be an interesting format for games but finding good animation tutorials for a format that's becoming a bit old and outdated is difficult. I'm sure the community would greatly benefit from your knowledge (specially me! :wink: )

vlagodaria! (sorry for the spelling) :wink:
Actually, the models are not mine. I found them in the internet. You just search for "Quake 2 models" or "md2 models". As you know, the MD2 is the format of the Quake 2 models. Anyways, I think that the MD2 format is nothing more, than wrapper around the usual model formats. In MD2 you can access the animations by name. In the other formats, I think that you can access them as you specify the starting frame and ending frame of the animation. So, I suppose, you just export 3ds max animation as model. You put all your different animations appended, one after another. So if your model has 3 animations: stand, walk, die, it will be something like this:

From frame 0 to frame 9 - stand
From frame 10 to frame 19 - walk
From frame 20 to frame 29 - die
Frame 30 - no movement, still object

So, it will be your responsibility to call the needed animations whenever you want them. And that's why I think that the MD2 format is just an wrapper.

You say that it's becoming old, I suppose you are right. But there is md3 format, which is the Quake 3 models format. Why don't we add support for it in the engine?

You can use MilkShape 3D to export other common formats into MD2.

Check these links out. They are extremely informative about the MD2 format:
http://www.xbdev.net/3dformats/md2/anim ... ed_md2.php
http://tfc.duke.free.fr/coding/md2-specs-en.html
http://linux.ucla.edu/~phaethon/q3a/for ... nblum.html

Many thanks for your posts on my topic.
Hristo Yankov
afecelis
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Post by afecelis »

sweeeeeeet!

Thanks for the links! And yup; now that ID released Q3's source I guess it's time to start thinking of a natively supported md3 loader. :wink:
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