It hasn't changed much since 2 years ago when I last worked on it :(
The background is new, though! Those bullets are also new. My ability to make shitty art using GIMP has definitely progressed. And I've pushed on debugging tools and infrastructure so that scripting the engine is a lot easier and faster.
Hey, you've done model loading from a 3d package right? Any experience with blender? And any advice for a model format? Was thinking of using md2 (quake 2 model format).
I haven't actually done model code, just q3a bsp format.
I did try to make some Q1 models using gmax and it was pretty frustrating. Things didn't seem to export properly. I thought it would be a good idea because I have a tiny, tiny bit of 3dsmax experience from my old visual effects job.
If you're going to be coding from scratch I'd suggest going skeletal -- half-life mdl or raven/id md4, there are surely blender exporters for those.
If you are set on md2 for the simplicity, md3 isn't much different afaik and openarena has a lot of people using blender for md3 models, their modelling forum is here:
I'm not planning on doing skeletal animation with the models -- going to be using it to construct a static scene, which I can then load into a displaylist for the play-field background.
Looking to leverage a BSD/public domain import implementation so that I don't have to write one from scratch. I did find a loader for md2, but it looks like that has a limitation of only one texture to skin the entire model, which will probably look terrible with a large static scene.
More recent model formats probably have complicated shit I don't need like shaders specified on a per-poly basis, so I'm trying to stay away from those as well.
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The background is new, though! Those bullets are also new. My ability to make shitty art using GIMP has definitely progressed. And I've pushed on debugging tools and infrastructure so that scripting the engine is a lot easier and faster.
Hey, you've done model loading from a 3d package right? Any experience with blender? And any advice for a model format? Was thinking of using md2 (quake 2 model format).
Reply
I did try to make some Q1 models using gmax and it was pretty frustrating. Things didn't seem to export properly. I thought it would be a good idea because I have a tiny, tiny bit of 3dsmax experience from my old visual effects job.
If you're going to be coding from scratch I'd suggest going skeletal -- half-life mdl or raven/id md4, there are surely blender exporters for those.
If you are set on md2 for the simplicity, md3 isn't much different afaik and openarena has a lot of people using blender for md3 models, their modelling forum is here:
http://openarena.ws/board/index.php?board=50.0
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Looking to leverage a BSD/public domain import implementation so that I don't have to write one from scratch. I did find a loader for md2, but it looks like that has a limitation of only one texture to skin the entire model, which will probably look terrible with a large static scene.
More recent model formats probably have complicated shit I don't need like shaders specified on a per-poly basis, so I'm trying to stay away from those as well.
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