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00:45.07 | awilcox | <PROTECTED> |
00:45.22 | awilcox | we call them "autoholes, autocrap, and autorake" here |
00:45.35 | awilcox | oh, and "libfool". |
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01:02.23 | Constitution | thinks that's a lot of steps when he could just do "gcc -lOpenGL -lSDL -o bzflag file.cpp ..." ;) |
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02:17.56 | thefirstdude | is a 12 mb map too big you think? |
02:20.32 | JeffM | depends on the connection speed of the host |
02:20.37 | JeffM | but it's a bit on the large size yes |
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02:23.01 | thefirstdude | has louman even made a map that big? |
02:23.14 | JeffM | go look in the fourms and see |
02:23.21 | JeffM | is it full of meshes? |
02:23.31 | thefirstdude | yes |
02:23.36 | thefirstdude | nothing but meshes |
02:23.54 | JeffM | where are you hosting it? |
02:24.04 | thefirstdude | I'm not, I am astill making it |
02:24.10 | thefirstdude | been making it for years now, on and off |
02:24.19 | thefirstdude | very very big, detailed etc |
02:24.28 | JeffM | there are ways to get maps to transfer faster |
02:24.44 | JeffM | you can use an HTTP link to a cache file |
02:24.48 | JeffM | or in 3.0 use fastmap |
02:27.13 | JeffM | what does the map look like? |
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02:47.47 | Thumper_ | LouMan's maps all tend to be < 3MB (not counting textures) |
02:47.47 | blast007 | also, a 12MB bzw file will not be 12MB went sent across the wire |
02:48.05 | JeffM | indeed |
02:48.06 | blast007 | it gets converted to a binary blob |
02:48.16 | JeffM | tht's why I'm curious what it looks like to make it so large |
02:49.07 | blast007 | it's just a large and detailed sphere |
02:49.12 | JeffM | heh |
03:00.12 | thefirstdude | yes, very big sphere |
03:00.42 | JeffM | the big question is what are you concerned bout, transfer speed, or fps for the client? |
03:01.05 | thefirstdude | I'm concerned players will f12 before they wait for the map to dl |
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03:01.24 | JeffM | it would depend on how big the bin blob is |
03:01.36 | JeffM | make it an HTTP transfer and it'll go a lot faster |
03:01.55 | thefirstdude | http verses? |
03:02.01 | JeffM | not http |
03:02.07 | JeffM | normal maps are sent in protcoll |
03:02.12 | JeffM | at 1k every ping time |
03:02.26 | thefirstdude | oh...that must take a long time to downloaf |
03:02.27 | JeffM | HTTP streams it directly from a webserver to the client |
03:02.42 | thefirstdude | I know http |
03:02.44 | JeffM | it can take a while for large maps |
03:03.08 | JeffM | I belive the cache file that is sent over HTTP is compressed as well |
03:03.32 | thefirstdude | does it use lzma or paq8...that would be good :) |
03:03.42 | JeffM | zlib |
03:03.44 | JeffM | that's all we got |
03:05.57 | JeffM | you use -cacheout on the server to gernerate the file |
03:06.14 | JeffM | then -cache to give the clients the URL where to get it |
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03:08.45 | thefirstdude | OMG |
03:08.56 | thefirstdude | bzw size = 9910 KB |
03:09.03 | JeffM | your god does not have anything to do with packing |
03:09.05 | thefirstdude | guess how big with lzma compression? |
03:09.13 | JeffM | a lot smaller |
03:09.16 | JeffM | the map is text |
03:09.17 | thefirstdude | guess |
03:09.20 | JeffM | text is not efficent |
03:09.30 | JeffM | it's meant to be human readable |
03:09.35 | JeffM | but just compressing the map file won't help you |
03:09.39 | thefirstdude | I know |
03:09.44 | thefirstdude | why not? |
03:09.44 | JeffM | it's the bin blob that you care about |
03:09.52 | JeffM | because the client can't read a text map |
03:09.53 | thefirstdude | 9910->913 |
03:10.02 | JeffM | only bzfs has a map parser |
03:10.06 | thefirstdude | oh.. |
03:10.13 | JeffM | the client only reads binary structures |
03:10.27 | JeffM | heck random maps never exist as text |
03:10.32 | thefirstdude | does the 'map description' get bigger or smaller with the map parser' |
03:10.40 | JeffM | do bzflag -world YOURMAP -cacheout SOMEFILE |
03:10.55 | JeffM | sorry bzfs |
03:10.56 | JeffM | not bzflag |
03:11.09 | JeffM | I don't think the description is part of the blob |
03:11.13 | JeffM | that's a server command |
03:11.24 | JeffM | the only thing sent to the client is world geometry |
03:11.33 | JeffM | all the game state stuff is kept by the server |
03:11.37 | JeffM | client dosn't care about all that |
03:12.02 | thefirstdude | why bzflag---wouldn't it be bzfs |
03:12.09 | thefirstdude | oh...sry |
03:15.43 | JeffM | needs something to install ubuntu on |
03:19.11 | trepan | bzfs -d -d -d -world <blah.bzw> reports something like: Map size: uncompressed = 514577, compressed = 187437 |
03:20.22 | trepan | (actually, just one -d should do the trick, debugLevel 1) |
03:28.24 | thefirstdude | -d is what? |
03:29.17 | JeffM | command line arg to the server to tell it to dump extra info |
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03:32.13 | SpazzyMcGee | out of interest, whenever i've used -cache, the client has downloaded the cache on http, then downloaded the map normally via the bzflag protocol afterward |
03:32.36 | SpazzyMcGee | thus being completely useless |
03:32.46 | SpazzyMcGee | what am I doing wrong? |
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03:37.57 | thefirstdude | SpazzyMcGee, I saw the video of your v3 map you are making |
03:38.07 | SpazzyMcGee | heh, I just missed you in the two minutes you were gone, JeffM: http://pastebin.com/m76b48f97 |
03:38.42 | SpazzyMcGee | thefirstdude: yeah? |
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03:38.57 | JeffM | I've never seen it do that |
03:39.07 | JeffM | unless your OS has a bad cache dir |
03:39.13 | thefirstdude | hi bambino |
03:39.20 | SpazzyMcGee | hmm⦠possibly |
03:39.22 | thefirstdude | Spazzy, do you use blender to make maps? |
03:39.22 | JeffM | if it can't save the file then load it localy it would fallback to the old way |
03:39.33 | JeffM | he uses a magnet to make maps |
03:39.36 | thefirstdude | and then what, bzwtools, model tool what? |
03:39.37 | JeffM | that's how hardcore he is |
03:39.42 | thefirstdude | I am curious how other ppl do it |
03:39.50 | thefirstdude | on his harddrive? |
03:39.59 | thefirstdude | I use a laser and rewritable discs |
03:40.13 | SpazzyMcGee | heh, I use wings3D mostly |
03:40.50 | Bambino | hi thefirstdude |
03:41.01 | thefirstdude | Bambino, my bz name is inferno ;) |
03:41.02 | SpazzyMcGee | and both trepan's wings exporter, and modeltool (sorry for the ping) |
03:41.10 | trepan | dammit |
03:41.12 | trepan | ;) |
03:41.18 | SpazzyMcGee | And I use photoshop and illustrator to make textures |
03:41.23 | Bambino | thefirstdude: you told me already ;) |
03:41.24 | thefirstdude | lol |
03:41.30 | thefirstdude | oh...k |
03:41.37 | thefirstdude | gimp? |
03:41.38 | thefirstdude | omg |
03:41.42 | thefirstdude | gimp is the best |
03:41.58 | thefirstdude | who was the one who made bzwtools? |
03:42.42 | thefirstdude | googles it |
03:43.01 | SpazzyMcGee | I'm not getting into a flame war, but photoshop wipes the floor with gimp. |
03:43.08 | SpazzyMcGee | and teppic, I think |
03:43.10 | Gabe_G23 | lol @ jeff magnet |
03:44.25 | JeffM | yeah gimp is ok if that's all you got but there are better interfaces |
03:44.57 | JeffM | even paint.net is more user friendly |
03:45.00 | SpazzyMcGee | Hence why photoshop is an industry standard.. and gimp isn't |
03:45.31 | trepan | SpazzyMcGee: entrenchment? |
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03:45.53 | Bambino | All hail mrapplecomputer1! |
03:45.54 | JeffM | gimp has a good set of backend features, it just needs a UI pass |
03:46.08 | SpazzyMcGee | trepan: well, I suppose so. But it's still the best on the market |
03:46.24 | trepan | esp. the, ah, student version? |
03:46.50 | SpazzyMcGee | Luckily, my dad works in advertising ;) |
03:47.16 | thefirstdude | I'm going to send you guys a pic of my new map ;) |
03:47.24 | thefirstdude | very alpha version |
03:48.21 | SpazzyMcGee | So I get the full CS4 *somewhat* legally |
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03:51.10 | thefirstdude | gimp is easy to write scripts for |
03:51.20 | thefirstdude | I wrote a script to make...getting link |
03:51.22 | JeffM | good for it :) |
03:51.55 | thefirstdude | thought shalt be converted |
03:52.07 | thefirstdude | I used gimp to make all images on http://pheno.ebrosoft.com/ |
03:52.16 | thefirstdude | including the pizzle thing |
03:52.31 | thefirstdude | script to generate the background image |
03:57.55 | Gabe_G23 | Goodnight everyone! |
03:57.59 | thefirstdude | cu |
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03:59.12 | SpazzyMcGee | I should really get to bed⦠It's 3:50 and I have a Mechanics final in the morning, which I WILL fail. |
03:59.42 | SpazzyMcGee | no, it's closer to 4:00 |
03:59.51 | thefirstdude | wow, where do you live? |
03:59.59 | thefirstdude | england? |
04:00.07 | SpazzyMcGee | Yeah |
04:00.36 | SpazzyMcGee | I'm at sheffield uni |
04:01.54 | thefirstdude | wait, I am uploading pic of my map |
04:02.29 | thefirstdude | taking awhile..only 1.83 mb |
04:04.40 | thefirstdude | http://uploadpic.org/showpic-42075/bzfi0004.png |
04:05.27 | SpazzyMcGee | is there a direct link to the full-res pic> |
04:05.32 | SpazzyMcGee | ? |
04:06.42 | thefirstdude | donno, this site is pissing me off, I uploaded 3 images and it only gives link to 1 |
04:06.43 | thefirstdude | just a sec |
04:06.43 | JeffM | very dark |
04:06.49 | JeffM | did you use normals? |
04:06.57 | SpazzyMcGee | imageshack.us |
04:07.05 | thefirstdude | http://uploadpic.org/showpic-42077/bzfi0007.png |
04:07.15 | thefirstdude | I guess that is highest quality |
04:07.20 | thefirstdude | I did not export normals |
04:07.31 | JeffM | that's why the lighting is all jacked up |
04:07.45 | thefirstdude | http://uploadpic.org/showpic-42076/bzfi0002.png |
04:07.48 | JeffM | very hard to tell what it is |
04:07.54 | thefirstdude | blenders normals are all jacke |
04:07.58 | thefirstdude | sometimes |
04:08.12 | thefirstdude | It's going to be called ant hilles |
04:08.13 | JeffM | yep, lots of prims |
04:08.15 | thefirstdude | It's going to be called ant hills |
04:08.20 | thefirstdude | prims? |
04:08.24 | JeffM | primitives |
04:08.32 | JeffM | stacked disks, etc.. |
04:08.45 | JeffM | is it fun to play on? |
04:08.50 | thefirstdude | what are you saying |
04:09.05 | thefirstdude | the whole time i was making it I was thinking...how will gameplat be like |
04:09.18 | SpazzyMcGee | Wings does that too. I end up giving everything flat shading, except things that really need it, like cylinders |
04:09.19 | thefirstdude | imagine playing in the long grass...FUN! |
04:09.35 | JeffM | have you actualy tried it tho? |
04:09.45 | thefirstdude | and I don't think this is primitave...smooth corners on the ant hill... |
04:09.48 | JeffM | what you imagine and what is are not always the same thing ;) |
04:10.02 | thefirstdude | curving tunnels |
04:10.17 | thefirstdude | playing the map? |
04:10.20 | JeffM | you started with prims then tweaked them, didn't you? |
04:10.22 | SpazzyMcGee | thefirstdude: primitives is the name for basic shapes you start your model of with |
04:10.22 | thefirstdude | I have played with my brother |
04:10.36 | thefirstdude | no, I did not start with basic shapes |
04:10.56 | JeffM | so you placed all those verts in a disk by hand? |
04:10.59 | SpazzyMcGee | how did you start then? |
04:11.21 | thefirstdude | I started with a circle...stretched it on one axis, extruded it up, then scaling it only alittle every time to make smooth corners |
04:11.31 | JeffM | that ciricle == the prim |
04:11.34 | SpazzyMcGee | exactly - the circle was the primitive |
04:11.38 | thefirstdude | omg, fine |
04:11.54 | JeffM | it's just the way some people model |
04:12.19 | thefirstdude | I am the kind of guy who likes, symmetry and perfection |
04:12.23 | thefirstdude | I never draw by hand |
04:12.28 | JeffM | you should know that maps with mesh floors do have some specific limitations |
04:12.31 | thefirstdude | or mouse in this case |
04:12.48 | thefirstdude | like what in specific |
04:12.54 | JeffM | heh, you like symetry, yet you tried to model an organic sceene :) |
04:13.05 | JeffM | mostly issues with spawns of players and maps |
04:13.09 | thefirstdude | umm, maybe you don't get my meaning |
04:13.19 | JeffM | sorry flags not maps |
04:13.32 | thefirstdude | dude, I have made SO many maps, I know how to make zones and stuff |
04:13.40 | JeffM | ok |
04:13.46 | JeffM | just letting you know if you didn't allready |
04:13.49 | JeffM | dude |
04:14.04 | SpazzyMcGee | you gotta be make sure you define your inside points as well - or tanks will spawn inside your floor |
04:14.23 | thefirstdude | inside points? |
04:14.24 | JeffM | yeah collisions are the hardest part about concave meshes |
04:14.31 | JeffM | but you know all about that ;) |
04:15.05 | thefirstdude | I wouldn't make a zone with a mesh going through it |
04:15.18 | JeffM | inside points are not for zones |
04:15.21 | JeffM | they are for meshes |
04:15.26 | thefirstdude | oh...I see what you mean |
04:15.26 | JeffM | concave ones |
04:15.31 | JeffM | like your grass |
04:15.33 | SpazzyMcGee | hang on, I made an explaination of inside points somewhere |
04:15.56 | thefirstdude | I thought bzflag figured all that stuff out |
04:15.58 | JeffM | an inside point helps bzflag know how to make the tank collide with the mesh better |
04:16.05 | JeffM | it can't for concave object |
04:16.08 | JeffM | it needs help |
04:16.19 | JeffM | and for that you have inside and outside points |
04:16.21 | thefirstdude | I drive test my map all the time...it works fine |
04:16.32 | JeffM | you don't have a lot of concavity, so you may not notice it |
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04:16.43 | JeffM | something like a cressent moon would be a worst case |
04:16.51 | SpazzyMcGee | my post explains it http://my.bzflag.org/bb/viewtopic.php?f=65&t=14313&p=139382&hilit=inside+point#p139382 |
04:17.06 | thefirstdude | so if a wall is tilting towards my tank, I will "collide" with the bottom of the wall |
04:17.10 | thefirstdude | is that what you are saying |
04:17.26 | JeffM | it dosn't have to do with "tilt" specificaly |
04:17.32 | JeffM | read his post |
04:17.45 | JeffM | it has to do with concavity in any direction |
04:18.43 | thefirstdude | oh, that will prevent ppl from f5ing into stuff? |
04:18.47 | JeffM | for inside points we compute a ray from the point to the tank, if that ray crosses an odd number of edges the tank is outside, if an even number it's inside |
04:18.50 | thefirstdude | cause the inside point can "see" them? |
04:18.51 | JeffM | no |
04:19.00 | JeffM | F5 is a very specific bug |
04:19.08 | JeffM | it will let the tank collide properly |
04:19.46 | SpazzyMcGee | sometimes you get weird bugs with non-inside-pointed meshes, where tanks get stuck in a face |
04:19.58 | thefirstdude | ok, I am just curious, what will the major difference be between collision with inside points and without |
04:20.08 | JeffM | depends on the mesh |
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04:20.19 | JeffM | as SpazzyMcGee said, with out them on a mesh that needs them, you can get stuck |
04:21.23 | SpazzyMcGee | you may not need them. A lot of the time, you need to wait for you map to be released and played on before you can find the real bugs. |
04:21.24 | JeffM | the mesh in his post is a great exmaple |
04:21.48 | JeffM | yeah the problems may not happen on any point on the object |
04:22.03 | JeffM | in his example he'd probaby be fine if he was hitting the outside of the legs of the H |
04:22.14 | JeffM | or the caps |
04:22.20 | thefirstdude | where is the usage...or documentatino for defining them in a mesh |
04:22.28 | JeffM | wiki |
04:22.41 | JeffM | big ol section on map making |
04:23.14 | SpazzyMcGee | you list them as 'inside x y z' in the mesh. Where x y z are point coordinates |
04:23.37 | SpazzyMcGee | I roam around manually to work out where they need to go |
04:23.46 | JeffM | on some meshes it's simpler to define outside points, they work the same way but with oposite logic |
04:24.03 | thefirstdude | they have to "see" the outside |
04:24.09 | JeffM | no |
04:24.14 | JeffM | don't know what you mean by "see" |
04:24.24 | JeffM | a ray is drawn from the point to the tank |
04:24.28 | JeffM | and the edges are counted |
04:24.32 | SpazzyMcGee | JeffM: that's the analogy I used in my post |
04:24.40 | JeffM | the point itself dosn't directly interact |
04:24.41 | JeffM | ahh |
04:24.42 | thefirstdude | copying words from spazzys explanation of inside points |
04:24.54 | JeffM | ok so the ray is line of sight |
04:24.56 | JeffM | but its' more then that |
04:25.37 | SpazzyMcGee | I wanted to put it in really basic terms; and it's how it was originally explained to me |
04:25.51 | thefirstdude | what does noclusters do...it says render each face individually...? |
04:26.09 | JeffM | it's not a bad introduction to the concept |
04:26.19 | JeffM | it dosn't group the faces into a list |
04:26.24 | JeffM | generaly it's slower |
04:26.36 | thefirstdude | for a second you guys had me all like OMG my map is screwed ;) |
04:26.58 | JeffM | it might need work, you have not extensivly tested it, so it seems |
04:27.21 | thefirstdude | umm, yeh it is very alpha |
04:27.35 | SpazzyMcGee | thefirstdude: it does look like you've got the beginnings of a nice map there, though |
04:27.51 | SpazzyMcGee | good concept, at least -hard to tell with the screenshots |
04:28.11 | thefirstdude | you want the .bzw? |
04:28.52 | JeffM | if you want to make the map smaller you may want to look for dead faces too |
04:28.59 | JeffM | aka faces that can never be shown |
04:29.08 | JeffM | like the bottoms of the disks if they are still there |
04:29.14 | thefirstdude | yeh....I have alot to do to make it smaller |
04:29.41 | thefirstdude | like putting the grass in 1 group, instead of 1 group for each grass piece |
04:29.58 | JeffM | the meshes are identical for each blade? |
04:30.09 | thefirstdude | no |
04:30.19 | SpazzyMcGee | I'd say keep them in different groups |
04:30.24 | thefirstdude | they are just stretched up and sideways |
04:30.27 | SpazzyMcGee | then you have individual control over thier placement |
04:30.33 | JeffM | but the geometry is the same? |
04:30.36 | JeffM | the base geometry |
04:30.43 | thefirstdude | yep, but the size in bzw is 500 vs 10 |
04:30.58 | thefirstdude | fair ratio I think |
04:30.58 | JeffM | you can have a group with the grass blade, then just scale each instance |
04:31.03 | JeffM | that will make it a lot smaller |
04:31.11 | thefirstdude | yep, that is what I was saying |
04:31.39 | thefirstdude | my export script already makes every 'group' in blender a group in bzw so I can easily do that |
04:31.39 | SpazzyMcGee | oh, right. I thought you were saying that they were all transformed individually in blender |
04:31.44 | thefirstdude | but I am too lazy right now |
04:32.00 | thefirstdude | they are all transformed individually in blender |
04:32.19 | thefirstdude | but I could do a bunch of groups in bzw to scale and stretch them |
04:32.22 | SpazzyMcGee | ah, and then exported separately into bzw |
04:32.28 | thefirstdude | yep |
04:32.40 | thefirstdude | not really seperately |
04:33.18 | SpazzyMcGee | yeah, get bzw to do the dirty work. Although, remember that BZW's scale is relative to the origin, not to the object's center. |
04:33.44 | thefirstdude | oh....did know that |
04:33.48 | thefirstdude | weird |
04:34.14 | thefirstdude | didn't know that... |
04:34.40 | JeffM | SpazzyMcGee: feel free to write a svg reader :) |
04:35.02 | SpazzyMcGee | lol |
04:35.05 | JeffM | that and apng are the 2 things that would make sense for BZ |
04:35.25 | JeffM | and apng should be a simple extension of our current reader |
04:36.09 | SpazzyMcGee | That'd make life a lot simpler for mofo's ludicrous dyncol animations |
04:36.26 | JeffM | blast007: it would also overload a client shot ID and that would be bad |
04:36.49 | JeffM | yeah I'm not against a texture animation system, it just has to be done properly |
04:36.52 | thefirstdude | oh, I was going to ask how they make the ship "fly" across the map? |
04:37.03 | JeffM | not assumed to be magicaly supported with gif :) |
04:37.22 | SpazzyMcGee | thefirstdude: We did that with DrawInfo |
04:37.37 | JeffM | apng supports full alpha, it'd be much better for animated textures |
04:37.49 | thefirstdude | is it possible to make object move? |
04:37.51 | SpazzyMcGee | and that's a whole'nother can 'o worms |
04:38.01 | JeffM | thefirstdude: you can do some stuff with draw info |
04:38.05 | JeffM | but it's complex |
04:38.11 | JeffM | we don't have a generic animation system |
04:38.30 | SpazzyMcGee | That'd be nice, while you're at it, JeffM :p |
04:38.31 | JeffM | you can't have doors or elevators for instance |
04:38.39 | JeffM | pfffft who said anything about me |
04:38.46 | SpazzyMcGee | heh |
04:38.50 | JeffM | All I'm doing now is making characters walk |
04:39.06 | SpazzyMcGee | and make me a cup of tea, while you're there too |
04:39.23 | JeffM | can't have tea till my gums heal |
04:39.49 | SpazzyMcGee | tea is bad for gums? |
04:39.53 | thefirstdude | wisdom teeth? |
04:39.55 | JeffM | hotness |
04:40.02 | JeffM | no, #30 |
04:40.03 | SpazzyMcGee | ah |
04:40.11 | JeffM | preping for an implant |
04:40.25 | SpazzyMcGee | I could not live without tea |
04:40.33 | SpazzyMcGee | Although I guess I am british. |
04:40.57 | JeffM | has a newfound love of Top Gear |
04:41.09 | SpazzyMcGee | hehe, our finest export |
04:41.44 | JeffM | the one where they did the old BL cars was awesome |
04:42.17 | SpazzyMcGee | I'm amazed it's not more popular in america, it's pretty much the highest rated show over here. |
04:42.28 | JeffM | they just started showing it here |
04:42.38 | JeffM | series 10 hit netflix last week |
04:43.23 | SpazzyMcGee | wow, that's old |
04:43.54 | JeffM | yeah |
04:44.16 | JeffM | friend of mine has them all, I'll be getting them tomorow |
04:44.28 | SpazzyMcGee | heh |
04:44.52 | JeffM | tho I did have to look up on wikipedia what a "bloddy pikie" was |
04:45.22 | SpazzyMcGee | hehe |
04:45.29 | SpazzyMcGee | have you seen any of the specials? |
04:45.41 | JeffM | no |
04:45.53 | JeffM | I hear they are good as well |
04:46.25 | JeffM | between that, oban, and mass effect 2 I'll have plenty to do for the next month |
04:48.00 | SpazzyMcGee | This is my favourite bit http://www.youtube.com/watch?v=_b4WzWFKQ20 |
04:48.49 | thefirstdude | GOD, I am so stupid, I did a script vertex[x] = round(vertex[x]*4)/4 |
04:48.58 | thefirstdude | and I am wondering why my map is all messed up |
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04:55.00 | SpazzyMcGee | okay, an hour later, I actually am going to bed, lest hydrostatics be a lot more painful that it already is |
04:59.00 | thefirstdude | good night |
05:00.40 | awilcox | JeffM, series 7 was probably one of the best |
05:00.48 | awilcox | is long-time fan of Top Gear |
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05:41.20 | thefirstdude | WOW, it takes a LONG time to figure out the inside point stuff |
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05:45.48 | thefirstdude | what is 2 letter acronym for burrow |
05:52.35 | thefirstdude | you know how my map is all tunnels and "inside" I put an inside point on the outside and now it's working except when I spawn I am at 200m |
05:52.42 | thefirstdude | I gave myself burrow and I didn't fall |
06:21.09 | blast007 | JeffM: the reason spazzy had problems with cache was because he had drawInfo in his map |
06:21.21 | blast007 | that seems to make cache files not match what bzfs sends to the client |
06:21.29 | blast007 | -cacheout files* |
06:36.27 | JeffM | oh that sucks |
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13:50.13 | kierra | brlcad ping |
13:50.16 | kierra | :) |
13:55.20 | brlcad | kierra: pong (but not for long) |
13:56.49 | Quol_at_work | blrcad lives! (or is it me that's just been away from irco too long?) :) |
13:57.04 | kierra | oh, brlcad, maybe later when you have a lil time |
13:57.13 | kierra | its no ruch |
13:57.15 | kierra | rush |
13:57.19 | brlcad | okay |
13:57.25 | brlcad | howdy Quol_at_work :) |
13:57.28 | brlcad | it's just you ;) |
13:57.32 | kierra | i'll pm you and at your convenience |
13:57.45 | brlcad | just need about 2 hours |
13:57.47 | Quol_at_work | lol - ya...that much I know :) long time no talk...how are things? |
13:57.49 | brlcad | (on road) |
13:57.55 | kierra | hugs a harried brlcad |
13:57.59 | brlcad | Quol_at_work: pretty good |
13:58.04 | brlcad | busy busy as ever |
13:58.07 | brlcad | but good |
13:58.16 | brlcad | gottta run actually, cyas all :) |
13:58.21 | Quol_at_work | ya - I bet...well, I won't keep ya..talk later |
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15:55.05 | kierra | shoots Dontkillme |
15:55.55 | Dontkillme | hides behind a meshbox |
15:56.13 | kierra | too late, you are dead |
15:56.30 | Dontkillme | :/ |
15:56.42 | kierra | knows CPR ;) |
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17:19.15 | thefirstdude | can I turn off lighting for a mesh, or world or what are my options |
17:22.15 | BulletCatcher | Try the "nolighting" option in the material definiton. |
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17:36.18 | thefirstdude | what does occlude do? |
17:49.27 | thefirstdude | for some reason I made my script add occluder if ambient is set |
17:49.37 | thefirstdude | but I don't remember why |
17:50.28 | thefirstdude | s/would as you/would ask you/ |
17:50.49 | thefirstdude | christel: s/would as you/would ask you/ |
17:51.41 | Manu | thefirstdude: I guess she isn't here ;) |
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17:53.30 | thefirstdude | Spazzy, do you know what occluder does? |
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17:53.48 | thefirstdude | nvm |
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17:55.32 | SpazzyMcGee | thefirstdude: nope, never used it |
17:56.02 | thefirstdude | oh... |
17:56.08 | SpazzyMcGee | From wikipedia: "In http://en.wikipedia.org/wiki/Computer_graphics, the term is used to describe the manner in which an object closer to the viewport masks (or occludes) an object further away from the viewport. In the http://en.wikipedia.org/wiki/Graphics_pipeline, a form of http://en.wikipedia.org/wiki/Occlusion_culling is used to remove hidden surfaces before http://en.wikipedia.org/wiki/Shading and http://en.wikipedia.org/wiki/Ras |
17:56.29 | thefirstdude | how did you do that |
17:56.46 | thefirstdude | I am already at http://en.wikipedia.org/wiki/Ambient_occlusion |
17:57.00 | thefirstdude | just not making much sense to me |
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17:59.58 | SpazzyMcGee | sorry, poor client |
18:00.26 | SpazzyMcGee | I would assume that it's something to do with 'occlusion culling'. |
18:01.41 | SpazzyMcGee | http://en.wikipedia.org/wiki/Occlusion_culling#Occlusion_culling |
18:01.58 | SpazzyMcGee | But I don't have know any more than you. |
18:02.07 | SpazzyMcGee | *But I don't know any more than you. |
18:02.32 | SpazzyMcGee | jeez, you can tell I only got 2 hours sleep |
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18:12.58 | JeffM | ambient occlusion is a lighting tech |
18:14.42 | JeffM | it makes areas that are hidden from view darker |
18:14.59 | JeffM | or things like creases |
18:15.09 | JeffM | works well on organics |
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18:17.13 | thefirstdude | wonders why he put it in his script |
18:17.37 | JeffM | only you can know that |
18:24.28 | Quol_at_work | JeffM, which visual studio do you guys use - 2008? or are you using 2010 yet? |
18:25.57 | JeffM | 2008 |
18:26.09 | JeffM | has 10 been released? |
18:26.35 | JeffM | it's on beta 2 I thought |
18:26.41 | Quol_at_work | I thought it was...because it showed up in my subscriber downloads (msdn)...but just beta 2 - ya...my bad |
18:26.58 | JeffM | even when it does release we'll wait a while to swap |
18:27.05 | Quol_at_work | ya - makes sense |
18:27.09 | JeffM | usualy after first service pack |
18:27.17 | JeffM | by then all the third party libs have been updated |
18:41.35 | thefirstdude | anyone know of a good texture for dirt that is already uploaded |
18:52.46 | thefirstdude | nvm, I used pyrwall and made it brown |
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21:48.03 | JeffM | can someone here check something on the forums for me ( someone who isn't an admin)? |
21:49.23 | brad | yeah |
21:49.38 | JeffM | what is the last subfourm you see in the leagues section? |
21:49.59 | brad | 1vs1 league |
21:50.06 | brad | ..discussion |
21:50.07 | JeffM | thank you :) |
21:50.13 | brad | np |
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22:39.42 | JeffM | delusional: got the stickers today, thank you very much |
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22:43.27 | JeffM | and yeah I can see how the small cuts would be hard, it should not be too dificult to tweak the design to make it easier to cut |
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