#321
08 марта 2015 в 06:20
Спасибо, и декали на патчах тоже починили
А можно отключить исчезновение декалей с течением времени?
В смысле можно задать большое число в cg_markTime, но хочется иметь возможность управлять этим, типа cg_markTime = -1, и декали не исчезают
А можно отключить исчезновение декалей с течением времени?
В смысле можно задать большое число в cg_markTime, но хочется иметь возможность управлять этим, типа cg_markTime = -1, и декали не исчезают
#322
08 марта 2015 в 15:05
Поляки выпустили свой мод
Part1 2,54 GB
https://1fichier.com/?mc18aflh7l
Part2 2,00 GB
https://1fichier.com/?4exrrf0pca
Torrent:
https://1fichier.com/?ceulmy1kru
Бета такая бета
в паках много мусора, съехавишие текстуры, тупящие боты, прозрачные текстуры, пропавшие триггеры и т.д.
#323
08 марта 2015 в 15:15
He has got error:
He has got graphics card
and second error
He sent to me information he has got "AMD Radeon"
He has got graphics card
and second error
He sent to me information he has got "AMD Radeon"
#324
09 марта 2015 в 05:44
Gregorio
You have a notebook with two graphics cards: Intel and Radeon. I'm guessing?
"glGetStringi(GL_EXTENSIONS) returned NULL" error points to the fact that Intel is working.
You have a notebook with two graphics cards: Intel and Radeon. I'm guessing?
"glGetStringi(GL_EXTENSIONS) returned NULL" error points to the fact that Intel is working.
#325
10 марта 2015 в 11:51
Hi, berserker! I'm remaking characters for RTCW and have some problem with limitation of
mds format. mds format only allows about 4000 polygons per a model and this is too small
for detailed modeling in 2015. Latest games generally use more than 10000 polygons for their
characters. I don't think it's easy work to do, but wish you can remove this limitaion.
I use
MDS exporter by TiCaL(http://www.maxplugins.de/max2014.php?search=mds&all=on&sort=Author)
3D MAX 5 (mds exporter does not support latest 3d max tool)
Thanks!
mds format. mds format only allows about 4000 polygons per a model and this is too small
for detailed modeling in 2015. Latest games generally use more than 10000 polygons for their
characters. I don't think it's easy work to do, but wish you can remove this limitaion.
I use
MDS exporter by TiCaL(http://www.maxplugins.de/max2014.php?search=mds&all=on&sort=Author)
3D MAX 5 (mds exporter does not support latest 3d max tool)
Thanks!
#326
10 марта 2015 в 13:34
Maybe it will be a good solution to use this InterQuake Model.
#327
10 марта 2015 в 14:45
daftgaga
Hi!
MSD limited for 4000 vertex, but no polygons.
I'm make bits tests:
http://wolfmap.ru/forum/viewtopic.php?f=136&t=3403
Hi!
MSD limited for 4000 vertex, but no polygons.
I'm make bits tests:
http://wolfmap.ru/forum/viewtopic.php?f=136&t=3403
#328
10 марта 2015 в 22:40
KRIGSSVIN// Thank you for the information. I've been struggling with old mds format and
iqm format seems like redeemer for my problems. But I can't find RTCW from iqm support list,
can I use iqm directly in RTCW or should convert iqm to mds?
thank you.
Eugeny// You're right. I got terms mixed up and it's silly thing.
Your zombie-reptile model is cool
cheers!
iqm format seems like redeemer for my problems. But I can't find RTCW from iqm support list,
can I use iqm directly in RTCW or should convert iqm to mds?
thank you.
Eugeny// You're right. I got terms mixed up and it's silly thing.
Your zombie-reptile model is cool
cheers!
#329
11 марта 2015 в 10:50
No, Berserker must add support for IQM first, as all Quake Engine ports did. To extend model functionality was the whole point of IQM. Barnes was going to add support to Q2XP as well.
#330
11 марта 2015 в 18:39
Can be help you the code of iortcw 1.42b? It have full support for IQM format, like ioquake3.
https://code.google.com/p/iortcw/source/list
https://code.google.com/p/iortcw/source/list