Irrlicht And Possible Solution To Problem

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Aprop
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Post by Aprop »

Now world goes at const 60 fps....ahh and i got the rid of that damned sky... And ther's somethin wrong with timer :D
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m0d hippY
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Post by m0d hippY »

Looking awesome!
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Aprop
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Post by Aprop »

Small progress...
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EDIT... there was irr lighting on so no texturee apear'd, heres textured mesh:

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texture's added by code, thats why clip have the same text as rest,,, gotta write basic tiki parser.
m0d hippY
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Post by m0d hippY »

I have to say I'm enjoying your motivation in this. I look forward to seeing how far you get with this.
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211476
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Post by 211476 »

revolutionary! a port, imagine the possibilities
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Rookie One.pl
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Post by Rookie One.pl »

I see you added support for SKDs. :) Were my format specs helpful?
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Aprop
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Post by Aprop »

Indeed, thank you for'em Rookie.

I had to rewrite whole shader system to let tiki parseer work, btw i fixed texture glitches, and here it is, another update:
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edit, 20 May 2009
finally got submodel system working, now all script objects, doors, etc are properly loaded and placed on positions specified in enities lump

but i lost somewhere they lightmaps
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edit: Here they are!
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Runt
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Post by Runt »

Cool!!
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211476
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Post by 211476 »

man you are doing good,
MoHAA with all the irrlicht optimizations

imagine this in Southern France
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Rookie One.pl
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Post by Rookie One.pl »

It's not possible in Southern France, MoHAA doesn't have the required media assets (height map or normal map textures). It's possible with custom-made content, though.
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211476
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Post by 211476 »

It's not possible in Southern France, MoHAA doesn't have the required media assets (height map or normal map textures). It's possible with custom-made content, though.
yeah that's what I meant :D
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Post by wombat23 »

your stuff looks good. i wrote you a pm :idea:
Aprop
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Post by Aprop »

I just answered. Check inbox.
Present render of mohdm1:
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There are still a lot of strange issues, but now it looks cool.
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Post by Rookie One.pl »

Hey, Aprop, have you reverse-engineered the static model lump? Or are you just loading the trees from the entity lump?

If you've found out more about the model format than I described in my spec, can you please share your findings for the benefit of the community?
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Post by Runt »

looks awesome, keep it up!
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