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Humans have abstrusely ideas...
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"One should strive to achieve; not sit in bitter regret."
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09-17-2013, 03:30 AM
(This post was last modified: 09-17-2013, 05:56 AM by CuBe0wL.)
(09-17-2013, 02:15 AM)C.Brutail Wrote: Images
That looks very pretty! I'd like to see the idea used in a default map at some point.
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09-17-2013, 05:15 AM
(This post was last modified: 09-17-2013, 05:58 AM by CuBe0wL.)
(09-17-2013, 02:15 AM)C.Brutail Wrote: Another quote of images
Wooaahh. That looks awesome. btw, I think if a tutorial map was ever done, I think that would be an excellent aesthetic to follow.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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The screenshots by C.Brutail remind me of Darwinia (in a very positive way).
My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
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now I want to see neon flowers everywhere
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10-28-2013, 04:25 AM
(This post was last modified: 10-28-2013, 04:29 AM by aa.)
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Some sort of orange sewer channel? Looks cool though.
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Not orange, its only the lighting...
The texture is kinda placeholderish and shitish... Will soon make a better looking one.
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Finally modeling in other software and exporting to netradiant. I had difficulties with UVW mapping but finally I figured that out. Morphed: Check this out!
It's not for visuals for now...
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so xonotik fuckin awesomly amazing...
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Finally! Justin, you´ve done a great job!
But which software are you using?
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Creating some animated models lately. The low impact on performance seems to be worth the effort.
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Oh. Man! I saw this! Great models. Is the performance impact realy low as you say? Let's say someone puts 10 of these in one spot - how that would change fps? Will you post animation somewhere on forums?
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11-16-2013, 04:23 PM
(This post was last modified: 11-16-2013, 04:23 PM by Maddin.)
I´ll probably make some benchmarking report of animated models, static models and their (dis)advantages to BSP structure. So far I tested a model with 512 polygons animating over reflective water with other general structure (including static models and patch meshes) around it and I got around 100 frames per second at all settings maxed out. I´m using a nVidia GTX660 and an AMD Athlon II X3 455 at 3x3,3GHz. So my hardware is not the best but not the worst either.
Regarding animations: I´m not sure if a tutorial will follow soon but you can expect at least something...
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Nice, i guess theres been some changed to the engine since i tried that last then. The problem with animated models is they need to be entity models (and thus its have no impact on the BSP structure whatsoever... nitpick ; ) to work, and every entity has a small performance penalty of its won. Thats usually no biggy, but with things like vegetation where 1000+ units can be called for, it can give you a noticeable impact at times. One thing taht does IIRC clientmodel's can be animated, so you can possibly use _lod models to "turn off" animations for far away objects.
One thing worth testing is using a vertex rather than bone based animation model format (such as .md3). dp does have some clever code to speed up that sort of animation, and as far as i can see vertex based animation's would be quite enough for this use.
Anyways, interesting stuff; looking forward to what will come of it.
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Playing with models:
A litlle bump for this thread and mappers. Be creative!
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(11-23-2013, 12:23 PM)Justin Wrote: Playing with models:
https://dl.dropboxusercontent.com/u/90490112/model1.jpg
A litlle bump for this thread and mappers. Be creative!
Looking good!
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(11-23-2013, 12:23 PM)Justin Wrote: Playing with models:
[img]https://dl.dropboxusercontent.com/u/90490112/model1.jpg[
A litlle bump for this thread and mappers. Be creative!
hm?
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Do it yourself, or stop complaining.
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12-22-2013, 03:09 AM
(This post was last modified: 12-22-2013, 03:09 AM by aa.)
Awesome. Looking forward to built in GPS in the android version.
PS. Where are the settings, btw? In Settings window?
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Shiny! Great work Samual! This really simplifies the Profile´s menu.
Are the settings now moved to the right direction?
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Do it yourself, or stop complaining.
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