Hello all.
I have made two videos showing the capablities of OpenMoHAA engine in the current stage of development.
First, the animation system: http://ifile.it/lpgvb6j
Actually, this vulnerability just gave me a VERY spooky idea...
Huh, what are you talking about Rookie... Are you going to create some kind of hack? gee,it would be extremally easy with openmohaa.... thats why I'm against the open source.
If you are against the open source, what are you doing ...
Excellent work Storm! Very nice models. Im surelly goin' to use them in my old mod... although atm Im too busy to play with'em, while the rest of my so-called "team" is just too dumb to make any use of'em...
I just wonder, why didnt ya exported the animations???
Rookie One.pl wrote:
Actually, this vulnerability just gave me a VERY spooky idea...
Huh, what are you talking about Rookie... Are you going to create some kind of hack? gee,it would be extremally easy with openmohaa.... thats why I'm against the open source.
Hello Hippy.. sorry for my longer absence, I've been busy with other projects, etc... I didnt make a big progress, I just merged my code with current svn - so now we're able to receive the entity positions from server... I also know how to find the proper model/animation for centity... Hippy, I ...
OpenMohaa renderer still remains similar to q3's one, what means it doenst make any use of modern gpu features, what result in lower renderin' perfomance than eg in xreal( whichs based also on q3 but has fixed renderer code)...but it doenst matter as we're currently in research stage, first we have ...
Thanks... yea map's strange, especially that wavy shadow looks wierd... its because lightmap just doesnt fit that big wall... Im working on human animatiosn right now, basics're done however rotations are still wrong... and the helper bones are messed up http://img3.imageshack.us/img3/2773/scrig ...
yea, thats tricky, even faster way for dynamic lights... afair its also used for spotlights, t34 lights(?) and projector glow in m2l*.bsp... (on screenshot above it doesnt looks like too well because shader's broken) While ago I made small map for testing models, here are two screenshots, first of ...
I worked recently on bsp stuff dor irrlicht...and made a small example code that use pvs system and frustum culling to determine which surfaces are visible... . Im able to pause theaction and see what being culled: http://img21.imageshack.us/img21/3265/pvs.jpg its not q3 map, its m6l* but I forgot ...