Search found 291 matches

by Aprop
Fri Oct 15, 2010 4:11 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

and here's my MoHAA viewmodel renderer:
Image
Image
Image
by Aprop
Thu Oct 14, 2010 1:08 am
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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

Second, something extra:
http://ifile.it/pwt1mjv

Right now I'm working on viewmodelanims...
by Aprop
Tue Mar 16, 2010 12:19 am
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018


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 ...
by Aprop
Mon Mar 15, 2010 11:22 pm
Forum: Skinning / Modelling
Topic: WWII-modelpack-1
Replies: 2
Views: 881

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???

..and waiting for second pack.
by Aprop
Mon Mar 15, 2010 11:19 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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.
by Aprop
Fri Feb 19, 2010 11:58 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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 ...
by Aprop
Mon Oct 05, 2009 3:05 am
Forum: Scripting
Topic: annoying error
Replies: 24
Views: 4541

You can use your own script to control soldiers... this should work for you, of course you have to change $cappy to your soldier targetname

main:

level waittill spawn
wait 1
$cappy thread follow $player 1000 5


end



follow local.player local.distance local.wait:

self.destination = local ...
by Aprop
Mon Oct 05, 2009 2:54 am
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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 ...
by Aprop
Mon Sep 07, 2009 9:06 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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 ...
by Aprop
Mon Sep 07, 2009 8:40 pm
Forum: Scripting
Topic: annoying error
Replies: 24
Views: 4541

Do you have any triggers near that room?
Remove'em...
and replace exec global/auto.scr with exec global/friendly.scr
by Aprop
Mon Sep 07, 2009 3:22 am
Forum: Scripting
Topic: annoying error
Replies: 24
Views: 4541

Can you post your map scripts?
Do you have any infinite loops in scr, like

Code: Select all

while(1)
{
      ......
}
without 'wait' cmds inside?
...or try setting waittime to float, on initialization, eg:
$myaliedsoldier.waittime = 5 //see m3l2.scr for correct value
by Aprop
Mon Sep 07, 2009 3:15 am
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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 ...
by Aprop
Mon Aug 31, 2009 11:11 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

Finally figured out what was wrong with shaders...
Image
Here you can see our opel trucks and few human models...yes, human... still workin' on anim' code.
by Aprop
Wed Aug 19, 2009 4:36 am
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

I'd like get'em textured first.. there isnt much to see, anyway.
Hippy, not in present stage of development.
by Aprop
Mon Aug 17, 2009 11:09 pm
Forum: Officer Canteen
Topic: Progress Status
Replies: 160
Views: 30018

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 ...