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Posted: Wed Apr 15, 2009 5:20 pm
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

Posted: Wed Apr 15, 2009 9:12 pm
by m0d hippY
Looking awesome!
Posted: Sun May 10, 2009 2:12 pm
by Aprop
Small progress...
EDIT... there was irr lighting on so no texturee apear'd, heres textured mesh:

texture's added by code, thats why clip have the same text as rest,,, gotta write basic tiki parser.
Posted: Mon May 11, 2009 1:38 am
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.
Posted: Mon May 11, 2009 2:07 am
by 211476
revolutionary! a port, imagine the possibilities
Posted: Mon May 11, 2009 6:45 am
by Rookie One.pl
I see you added support for SKDs.

Were my format specs helpful?
Posted: Sun May 17, 2009 5:15 pm
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:
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

edit: Here they are!

Posted: Wed May 20, 2009 2:00 pm
by Runt
Cool!!
Posted: Thu May 21, 2009 2:06 am
by 211476
man you are doing good,
MoHAA with all the irrlicht optimizations
imagine this in Southern France

Posted: Thu May 21, 2009 7:43 am
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.
Posted: Thu May 21, 2009 7:13 pm
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

Posted: Wed Jun 17, 2009 8:15 am
by wombat23
your stuff looks good. i wrote you a pm

Posted: Fri Jun 19, 2009 7:29 am
by Aprop
I just answered. Check inbox.
Present render of mohdm1:

There are still a lot of strange issues, but now it looks cool.
Posted: Fri Jun 19, 2009 3:07 pm
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?
Posted: Sat Jun 20, 2009 5:53 pm
by Runt
looks awesome, keep it up!