Search found 9 matches
- Wed Dec 01, 2010 5:13 am
- Forum: ID Tech
- Topic: Up to 8 frames animated shaders, without using animMap..
- Replies: 17
- Views: 10098
Re: Up to 8 frames animated shaders, without using animMap..
What was the original goal of this project, C..? Are you just trying to circumvent the bug you found? Or are you doing this mostly for funzies? Well,.. for both reasons actually. I must mention that i never played Quake, ioq, or anything else.. i played Wolfenstein ET. That game still uses old old ...
- Mon Nov 29, 2010 4:35 pm
- Forum: ID Tech
- Topic: Up to 8 frames animated shaders, without using animMap..
- Replies: 17
- Views: 10098
Re: Up to 8 frames animated shaders, without using animMap..
The rather big footnote here should be that because it uses 8 rendering passes, it could be a rather large performance hit Very true.. It's the underlying method that makes it interesting That is the only thing i want to illustrate. The technique of using alphaGen,rgbGen & wave functions to mak...
- Mon Nov 29, 2010 5:38 am
- Forum: ID Tech
- Topic: Up to 8 frames animated shaders, without using animMap..
- Replies: 17
- Views: 10098
Up to 8 frames animated shaders, without using animMap..
Since animMap shaders are bugged, (server uptime >24h == animMaps are static), it makes them pretty useless. However, an animated shader can often make things more fancy. I was busy creating an animated shader that does not use animMap at all, but is still animated. It is possible to use up to 8 ren...
- Thu May 21, 2009 4:58 am
- Forum: ID Tech
- Topic: Model Tool..
- Replies: 15
- Views: 9149
Re: Model Tool..
covert md3 > ase is not what my tool does.. it can however convert ASE to MD3. I could create a new option, export MD3 to ASE. That'll be no problem to implement. btw: An MD3 can have 4096 vertices per surface (and 8192 triangles per surface) Another thing: If an MD3 is exported to ASE, the vertex-c...
- Mon May 18, 2009 3:38 am
- Forum: ID Tech
- Topic: Model Tool..
- Replies: 15
- Views: 9149
Galactic..
Who let the dogs out?..

It is a test-map.. The AT-AT walker is for somebody who is making a Star-Wars MOD.


- Mon May 18, 2009 12:04 am
- Forum: ID Tech
- Topic: Model Tool..
- Replies: 15
- Views: 9149
Q3 Model Tool..
I changed/added things,.. one new option is that users can now add PAK-files to a list. The tool searches through these listed PAKs to locate textures,shaders and/or models.. This is done to make the tool more suitable for the q3-based games. Download -> Q3 Model Tool <- Here is an image of an anima...
- Fri Apr 17, 2009 9:50 pm
- Forum: ID Tech
- Topic: Model Tool..
- Replies: 15
- Views: 9149
Re: Model Tool..
Hi there monaster, It's funny.. but i'm from the netherlands, and my dialog-windows show some dutch texts (which is unfortunate).. The same dialog will show texts in Your own language. I believe that most is clear though.. "Ja" meaning "Yes" "Nee" = "No" "...
- Fri Apr 17, 2009 2:39 am
- Forum: ID Tech
- Topic: Model Tool..
- Replies: 15
- Views: 9149
Re: ply
No, i haven't done that.. i only posted on the splashdamage-forum,.. and here.. If i add new features to the tool, i'll upload a newer version on the website i posted. I was thinking of creating a changelog, so people (and i) can easily check what's been fixed and added.. I'm still working on the do...
- Thu Apr 16, 2009 3:49 am
- Forum: ID Tech
- Topic: Model Tool..
- Replies: 15
- Views: 9149
Model Tool..
I made a tool for editing models. It's made for Wolfenstein-ET, but it can also read from pk3-files & local files on harddisk.. So..maybe anyone here can use it. A few features: * Convert MAP to MD3 * Convert MDS to MDM/MDX playermodels * Export MDM/MDX playermodels to MD3 * Combine MD3's (to 1 ...