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InsideQC Forums • View topic - Darkplaces Unreal model support

Darkplaces Unreal model support

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Darkplaces Unreal model support

Postby Swift » Sun Apr 11, 2010 9:00 am

Swift
 
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Postby JasonX » Sun Apr 11, 2010 11:00 am

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Postby Swift » Sun Apr 11, 2010 3:14 pm

Why MD5? I'm more interested in the technology than unreal player models for the heck of it.

Assuming it supports Unreal tech 3, what is the darkplaces renderer like when it comes to very high poly unreal models?
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Postby JasonX » Sun Apr 11, 2010 3:41 pm

As i said, either MD5 or PSA/PSK can be exported. It's up to you what to use with DP, since it supports both. DarkPlaces runs very well anything you can shoot at it, don't underestimate it's capabilities.
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Postby Swift » Sun Apr 11, 2010 4:09 pm

Indeed.
Thanks for the model viewer link. I'm trying it with the UDK.
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Postby Swift » Sun Apr 11, 2010 4:47 pm

Damn. Apparently umodel is broken by UDK.
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Postby leileilol » Mon Apr 12, 2010 1:22 am

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Postby Swift » Mon Apr 12, 2010 3:18 am

Well, that could be fixed via entity fields.

It's a pain though, I can't find any player models to try. I don't really know what I'm looking for in the UDK.
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Postby c0burn » Mon Apr 12, 2010 1:57 pm

Whats IQM?
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Postby JasonX » Mon Apr 12, 2010 2:45 pm

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Postby Downsider » Mon Apr 12, 2010 10:59 pm

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Postby r00k » Tue Apr 13, 2010 3:29 am

Mods would have to support per frame bounding boxes.

.vector mins[256], maxs[256]; // bounding box extents relative to frame and origin
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Postby Urre » Tue Apr 13, 2010 11:43 am

I was once a Quake modder
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