Hi! Thanks a lot for Your fantastic source port.
Duke Nukem has resurrected! :D
All of this looks very promising - those 3d models, texture packs, maybe something more?
There are two things about 3d models that should be improved (it seems to me that these are the engine problems):
1. When I approach the corpse of enemy (pig cop for example) and look down a little - the 3d model suddenly disappears, when I start to look up - model suddenly reappears. The same thing happens when you look down at your enemy's corpse, and then turn left or right.
2. I know that it's difficult (many even modern games have the same problem), but is it possible to improve 3d models collision detection? There are many situations when half of the enemy is inside a wall or door or two corpses lie one inside of another...
Roma Loom at
Annoying bug. If the model has a skin with alpha-transparented part then the model part behind this transparent piece is invisible... I have encountered this bug in latest Deep Exploration (models viewer) also...
JonoF at
Re: 3d models - bugs, opinions...
Zebius said
1. When I approach the corpse of enemy (pig cop for example) and look down a little - the 3d model suddenly disappears, when I start to look up - model suddenly reappears. The same thing happens when you look down at your enemy's corpse, and then turn left or right.
This happens when the origin of the sprite leaves the view. Build doesn't draw a sprite that isn't visible, hence the model disappears when it probably ought not.
2. I know that it's difficult (many even modern games have the same problem), but is it possible to improve 3d models collision detection? There are many situations when half of the enemy is inside a wall or door or two corpses lie one inside of another...
Build does no 3D model collision detection. It only does collision detection on the sprites the models replace, and consequently you will get instances where the sprite sticks into walls or whatnot. This isn't going to change unfortunately.
Jonathon
Roma Loom at
3d models - bugs, opinions...
What about new animation system You're working on? Should we expect serious changes in "DEF" language? I'm asking because I'm working on my Models Tool deflines parcer right now...
JonoF at
The DEF language retains its backwards compatibility with the existing syntax, but we've got new syntax which I'll be promoting for people to use in preference to the existing way. When I get closer to having something to show off you'll have more details on the new syntax.
Jonathon
Roma Loom at
Hey, JonoF. Not a bug, but... How can I animate barrel #1240 defining skins for the correponding sprites from #1240 to #1243... The thing is that this barrel is animated using ART file methods not by the game... I can send You the barrel and the skins if You want...
Roma Loom at
Cheers.
- Roma Loom.
http://forums.3drealms.com/ubbthreads/attachments/738130-Blimp.jpg
Awesoken at
Roma,
That would make a great replacement for the "Duf Beer" blimp! Also, I should commend you for your great work on all the other models you've posted on the 3DR forums.
The next code release will include a cleaner DEF syntax and support for MD2 models in the heads-up display (such as the weapons you hold). We still have a lot of bugs to fix and code to clean, so I wouldn't expect anything in the next 2 weeks. Perhaps we'll think of something for the 1st anniversary of Polymost : P
JonoF at
Roma Loom said
Hey, JonoF. Not a bug, but... How can I animate barrel #1240 defining skins for the correponding sprites from #1240 to #1243... The thing is that this barrel is animated using ART file methods not by the game... I can send You the barrel and the skins if You want...
Changing skins per frame will be something I do in the new animation system where the DEF syntax will also make things clearer.
Regarding the blimp, very cool. Cheers. :-)
Jonathon
Roma Loom at
Thank You both :oops: :P Your words encourage me to make more stuff for beloved Duke3D...