Search found 676 matches

by trepan
Tue Jun 09, 2009 3:09 pm
Forum: Development
Topic: backports for 2.0.12
Replies: 4
Views: 1367

Re: backports for 2.0.12

Here's a backport of some of my SVN client-side features to BZFlag 2.0.12
by trepan
Sun May 31, 2009 6:11 pm
Forum: Help: Map Making
Topic: Mesh disappearance
Replies: 4
Views: 858

Re: Mesh disappearance

check you winding orders
by trepan
Sat May 30, 2009 5:00 pm
Forum: Development
Topic: backports for 2.0.12
Replies: 4
Views: 1367

backports for 2.0.12

Here's a backport of some of my SVN client-side features to BZFlag 2.0.12: http://trepan.bzflag.bz/bzV2_0_12-antiFlicker-mouseClamp-stencilShadowFix.diff Anti Flicker: Remaps the texture coordinates for boxes, bases, and pyramids to mask the "z-fighting" flicker that can be seen on overlapping objec...
by trepan
Tue May 19, 2009 10:48 pm
Forum: Development
Topic: lua script notes
Replies: 9
Views: 4384

Re: lua script notes

Getting bzflag 3.0 out is but part of the whole. I currently do not plan to re-commit the lua code that was removed from bzflag. On the upside, you now have much more flexible teleportation links. I've also got some uncommitted drawInfo animation code that is working well (and some fixes for old dra...
by trepan
Tue May 19, 2009 12:12 am
Forum: Development
Topic: lua script notes
Replies: 9
Views: 4384

Re: lua script notes

To wrap up this thread ...
All of the lua related code has been removed from the bzflag 2.99 SVN repository.
by trepan
Wed May 06, 2009 3:38 am
Forum: Map releases
Topic: Frozen Wasteland
Replies: 4
Views: 686

Re: Frozen Wasteland

Screenshot from an *old* map (Chillbox), that I don't think ever got released. The play area geometry was done by Dutchrai. I added the mountains (iirc, they only took 4/5 minutes using wings3d using random deformations). I suggest using: /set _drawMountains 0 P.S. Right-click, View Image to see the...
by trepan
Mon May 04, 2009 4:31 pm
Forum: Help: Map Making
Topic: Wings3D export - invalid mesh faces
Replies: 6
Views: 1040

Re: Wings3D export - invalid mesh faces

I took another look, and it turns out that the invalid points aren't co-located,
they're co-linear, example:

vertices 7 8 9 # 50 34.0677 49.9263 75 34.0677 49.9263 100 34.0677 49.9263
-> (y is always 34.0677)

This setup is invalid for bz's purposes. Remove the faces, no more errors ...
by trepan
Sat May 02, 2009 6:03 pm
Forum: Help: Map Making
Topic: Wings3D export - invalid mesh faces
Replies: 6
Views: 1040

Re: Wings3D export - invalid mesh faces

Try Body->CleanUp on the mesh before exporting,
It seems that you have co-located vertices.
by trepan
Fri May 01, 2009 4:56 pm
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 6094

Re: Special Mesh Faces

this effect can't: /set linkTankBlock 0
(and that's the point of having link BZDB tie-ins, now isn't it?)

NOTE: the parameter names were renamed to shotBlockVar and tankBlockVar.
by trepan
Thu Apr 30, 2009 11:46 pm
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 6094

Re: Special Mesh Faces

guess what happens...

Code: Select all

options
  -setforced linkShotBlock 1
  -setforced linkTankBlock 0
end

teleporter tele1
  pos +20 0 0
end
teleporter tele2
  pos -20 0 0
end

link
  shotBlockBZDB linkShotBlock
  tankBlockBZDB linkTankBlock
  src *
  dst *
end
by trepan
Thu Apr 30, 2009 2:01 am
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 6094

Re: Special Mesh Faces

I've since added tank flag and shot flag discrimination. As well,
you can now block tank and shot passage by using BZDB variables.
by trepan
Sun Apr 26, 2009 3:26 am
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 6094

Special Mesh Faces

The latest SVN commit adds the capability to use mesh faces as team bases and teleportation link sources and destinations. The team base faces have to be flat tops (normal = +z), but there are no limitations other than that. You can still jump and shoot backwards through the mesh faces without havin...
by trepan
Tue Apr 14, 2009 11:28 pm
Forum: Help: Map Making
Topic: DrawInfo help
Replies: 5
Views: 957

Re: DrawInfo help

DrawInfo's animation can only do circles, so it's definitely not a generic animation system. The "may not show up the same on all systems" needs a better explanation. There are 2 types of BZDB variables that will affect the way that drawInfo's are rendered (besides the standard texturing/lighting/et...
by trepan
Tue Apr 14, 2009 1:22 am
Forum: GU League Discussion
Topic: Radar type help
Replies: 12
Views: 2215

Re: Radar type help

Note the colors in the fast-sorted version: red - below you grey - your level green - above you, within jumping height blue - above you, above jumping height The other features to note about the fast versions are that: 1. They can be considerably faster (especially on more advanced maps) 2. There's ...
by trepan
Mon Apr 13, 2009 10:14 pm
Forum: GU League Discussion
Topic: Radar type help
Replies: 12
Views: 2215

Re: Radar type help

quantum dot has been misinformed. Only "Normal" is "2D only".
by trepan
Thu Apr 09, 2009 9:32 pm
Forum: Screenshots & Artwork
Topic: Tank recolors xD
Replies: 7
Views: 2004

Re: Tank recolors xD

google gimp (1st hit)

tip: think for yourself, save this bulletin board a few bytes ;-)
by trepan
Sun Mar 29, 2009 6:42 am
Forum: Map Editors
Topic: Wings3D-to-BZW Exporter Update
Replies: 16
Views: 8034

Re: Wings3D-to-BZW Exporter Update

Don't think you understand the "inside" problem, it is not a parsing issue.
P.S. Neither is it a matter of hope ;-)
by trepan
Sat Mar 21, 2009 8:01 pm
Forum: Help: Map Making
Topic: using blender for exporting
Replies: 5
Views: 947

Re: using blender for exporting

The modeltool source contains:

Code: Select all

model.pushAboveAxis(eZAxis);
That's probably the source of the problem. Not something I would have added, but
I can certainly understand why the author would have chosen that path (he's kinder
to noobs than am I). An option to disable that feature could be added.
by trepan
Fri Mar 20, 2009 11:35 pm
Forum: General Map Making Discussions
Topic: BZW Exporter for Wings3D (v1.1)
Replies: 41
Views: 34947

Re: BZW Exporter for Wings3D (v1.1)

The numbers that I actually gave were 2 seconds vs. 2 minutes. That would be 60 times faster. The more data elements there are to be sorted, the better the relative performance will be for the tweaked code. I was using a 40K vertex mesh for testing, iirc. Another improvement that I haven't tested ye...
by trepan
Fri Mar 20, 2009 10:54 am
Forum: Development
Topic: lua script notes
Replies: 9
Views: 4384

lua script notes

strayer PM'ed me with some questions regarding bzflag's lua scripts. My reply turned out to be a page or two of text, so I figured it best to post it here instead of just sending it to 1 person (NOTE: the original questions have been edited). ---------------------------------------------------------...
by trepan
Thu Mar 19, 2009 1:33 am
Forum: Help: Map Making
Topic: I am having big troubles with Wings 3D
Replies: 17
Views: 2265

Re: I am having big troubles with Wings 3D

Here are the sources for the wings3d bzw exporter. I don't really
have any interest in updating them for the wings3d changes that
broke the plugin, but others may...
by trepan
Wed Feb 25, 2009 5:26 am
Forum: Enhancements
Topic: Flag Idea: walk on water
Replies: 4
Views: 886

Re: Flag Idea: walk on water

A similar trick was done to detect players on the
bases in the original AHOD map, using physics drivers.
by trepan
Tue Feb 24, 2009 3:39 pm
Forum: Help: Map Making
Topic: blender and .obj files to .bzw
Replies: 6
Views: 844

Re: blender and .obj files to .bzw

if it's just a visual mesh, noculling.
by trepan
Tue Feb 24, 2009 2:10 pm
Forum: Help: Map Making
Topic: Flip z cones?
Replies: 2
Views: 622

Re: Flip z cones?

Cones do not support flipz directly, they only do so when they are being used as "meshpyr" objects. Here's an example: meshpyr divisions 16 flipz end You're probably better off getting used to the negative Z scale technique to achieve the same effect: cone size 8 8 10 scale 1 1 -1 shift 0 0 10 end
by trepan
Mon Feb 23, 2009 10:12 pm
Forum: Bugs and Problems
Topic: Map-Making Texture Bug
Replies: 4
Views: 1290

Re: Map-Making Texture Bug

I have a fix, but it has not been applied to SVN.