Search found 426 matches
- 28 Feb 2010, 09:16
- Forum: Map Creation
- Topic: Voidwater = broken?
- Replies: 11
- Views: 2141
Re: Voidwater = broken?
works for me in latest version
- 13 Jan 2010, 15:00
- Forum: Off Topic Discussion
- Topic: Walking/cycling on ice
- Replies: 27
- Views: 1914
- 10 Jan 2010, 08:08
- Forum: Lua Scripts
- Topic: Savegame UI / Gadget
- Replies: 84
- Views: 6098
Re: Counting Files / Savegame UI
wouldn't that interface be more useful implemented in lobby?
- 10 Jan 2010, 04:18
- Forum: General Discussion
- Topic: Neddiedrow appreciation thread
- Replies: 23
- Views: 4515
- 03 Jan 2010, 23:54
- Forum: General Discussion
- Topic: SYNC ERRORS ARE REAL
- Replies: 97
- Views: 9865
Re: SYNC ERRORS ARE REAL
tested clearing the path cache on smallsupremebattlefieldv2 but same fake desyncs.Auswaschbar wrote:Random thought: do the sync errors go away after wiping out the path cache?
- 03 Jan 2010, 02:29
- Forum: General Discussion
- Topic: SYNC ERRORS ARE REAL
- Replies: 97
- Views: 9865
Re: SYNC ERRORS ARE REAL
interesting idea, i'll test it out.. could be paths from a previous version?
- 03 Jan 2010, 02:16
- Forum: General Discussion
- Topic: SYNC ERRORS ARE REAL
- Replies: 97
- Views: 9865
Re: SYNC ERRORS ARE REAL
i get fake sync errors on Small Supreme Battlefield V2 in NOTA
not on other maps that i've played with the same players and configurations
not on other maps that i've played with the same players and configurations
- 31 Dec 2009, 00:48
- Forum: Art & Modelling
- Topic: Blender fails at math?
- Replies: 8
- Views: 1380
Re: Blender fails at math?
welcome =)
- 31 Dec 2009, 00:28
- Forum: Art & Modelling
- Topic: Blender fails at math?
- Replies: 8
- Views: 1380
Re: Blender fails at math?
mirror modifier uses the object's axis not the global axis
if you do CTRL+A and apply scale and rotation to object data it should work
if you do CTRL+A and apply scale and rotation to object data it should work
- 20 Dec 2009, 23:15
- Forum: Map Releases
- Topic: New 16 player map - Lost v1
- Replies: 32
- Views: 4304
Re: New 16 player map - Lost v1
nope, newish nvidia GeForce 9800 GT linux 64bit single screenBeherith wrote:sleepless, ill look into it. You on ati or running in dual screen mode or have old gfx card?
- 20 Dec 2009, 22:52
- Forum: Map Releases
- Topic: New 16 player map - Lost v1
- Replies: 32
- Views: 4304
Re: New 16 player map - Lost v1
hmm i get a continuous lua error when fog is enabled.
[ 4870] LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:500: attempt to compare number with nil
[ 4870] LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:500: attempt to compare number with nil
- 20 Dec 2009, 11:44
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: Blender S3O Import/Export + BOS Export Plugin v0.6
- Replies: 88
- Views: 58704
Re: Blender S3O Import/Export + BOS Export Plugin v0.6
sorry, this is a problem with the exporter as discussed earlier, you'll need to split the edges where the texture is split. the easiest way to do this is probably to mark the edges where the texture splits as sharp, then apply the EdgeSplit modifier (From Marked As Sharp) i'll try to figure out a mo...
Re: SM3
no, DevIL does not use OpenGL,
it just happens to be used to load textures into OpenGL.
but in this case it's not since its being used to load heightmap data which will later be converted to OpenGL geometry.
it just happens to be used to load textures into OpenGL.
but in this case it's not since its being used to load heightmap data which will later be converted to OpenGL geometry.
Re: SM3
3. It won't load RAW, at least not over here, so the heightmap looked distinctly pixelated in spots. This can be mitigated by using 16-bit PNG, although I want to see testing results with ATi / Intel users first (in my experience, the DeVIL is not totally consistent across hardware, so we should be...
- 12 Dec 2009, 18:36
- Forum: Feature Requests
- Topic: Mesh Deformation, Skeletal Animation, Bypass of UpSpring
- Replies: 35
- Views: 5694
Re: Mesh Deformation, Skeletal Animation, Bypass of UpSpring
i'm happy to write a batch command line tool that'll convert .objs into .s3os
can use most of the code from the blender plugin.
can use most of the code from the blender plugin.
- 06 Dec 2009, 07:16
- Forum: Feature Requests
- Topic: Mesh Deformation, Skeletal Animation, Bypass of UpSpring
- Replies: 35
- Views: 5694
Re: Mesh Deformation, Skeletal Animation, Bypass of UpSpring
i don't see that as a huge issue, it can still use pieces which would act exactly as they currently do, but they can be bones that influence mesh verts as well as ridgid mesh pieces like we currently have, i've been trying to come up with a new model format that could cater for all these things. i'l...
- 01 Dec 2009, 03:22
- Forum: Art & Modelling
- Topic: UpSpring Replacement Wishlist
- Replies: 47
- Views: 13343
Re: UpSpring Replacement Wishlist
+1MidKnight wrote:Wish it were Python.FLOZi wrote:Wish it were Java
the blender plugin is python =)
- 01 Dec 2009, 02:07
- Forum: Art & Modelling
- Topic: UpSpring Replacement Wishlist
- Replies: 47
- Views: 13343
Re: UpSpring Replacement Wishlist
can you detail what happens on the importer / exporter thread and i'll try and fix it?maackey wrote:I can't get it to workthesleepless wrote:but currently it works and you can download it and use it.
- 30 Nov 2009, 23:03
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: Blender S3O Import/Export + BOS Export Plugin v0.6
- Replies: 88
- Views: 58704
Re: Blender S3O Import/Export + BOS Export Plugin v0.6
yep, i have the alpha, although it's not really ready for production use, i'll work on porting the importer/exporter
- 30 Nov 2009, 00:49
- Forum: Art & Modelling
- Topic: UpSpring Replacement Wishlist
- Replies: 47
- Views: 13343
Re: UpSpring Replacement Wishlist
once blender 2.5 is out i'm going to do more work on the S3O script for it. but currently it works and you can download it and use it. blender imports geometry from many formats can assign textures render geom assign position rotation and name to pieces doesn't auto calculate groundplate size but yo...