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Messages - Ley0k {sfx}

#1
OpenMOHAA Project / Re: moh bsp->obj,cde
February 15, 2016, 04:57:27 AM
I used heatsink's one as it's more HD
#2
OpenMOHAA Project / Re: moh bsp->obj,cde
February 14, 2016, 02:05:51 PM
I added some normal map, I will update the git project lol
#3
OpenMOHAA Project / Re: moh bsp->obj,cde
February 13, 2016, 04:28:48 PM
Another version with textures fixed (much better now :D)
#4
OpenMOHAA Project / Re: moh bsp->obj,cde
February 13, 2016, 01:50:29 PM
UPDATE: I made a standalone importer which uses instead export .bsp to .fbx, and here is a better result below

However it seems that texture gets assigned to wrong faces, I'll try to fix it
#5
OpenMOHAA Project / Re: moh bsp->obj,cde
February 12, 2016, 06:08:33 AM
Some beginning of the UE BSP importer below :)
#6
OpenMOHAA Project / Re: Cryengine?
February 10, 2016, 10:30:39 AM
Amazon Lumberyard, I never heard of it, it seems to be an amazing engine. Any difference from it to UE? Is it C++ compatible, Multiplayer ready, etc....
#7
OpenMOHAA Project / Re: Cryengine?
February 05, 2016, 12:34:45 PM
Quote from: Elgan {sfx} on February 05, 2016, 11:04:16 AM
i dont like visual scripts. I prefer the c++ power,

i honestly didnt look into cryengine too much. I know UE4 is c++, open and has a lot of docs and support.

Cryengine was in trouble not too long ago.

Is cryengine free too?

I personally don't like Cry Engine, and I have seen on some forums that you can't 'customize' assets like in UE4, all you have is the base Crysis weapons I think.
#8
OpenMOHAA Project / Source control in UE4
February 01, 2016, 05:52:34 PM
*******
Cobs Edit - It may tell you that you need Visual Studio 2013 or upper installed - it is much faster to do this manually so do this FIRST ...
Visual Studio 2015

NOTE: When installing this take note of Thors comments below

I was also asked to install Windows SDK V8.1 so you better download and install this too ...
Windows SDK V8.1

*******

Download and install TortoiseGit and Git for Windows, just ignore and always click Next.

TortoiseGit

Create a directory to setup it for MOH.

Right click on that directory then "Git Create repository here", leave the box unchecked and click ok.
Right click inside that directory then "Git Sync":
Remote URL: "https://github.com/MOHCentral/mohue.git"

Then pull. This will download everything needed.

UE4

Launch the UE4 Editor, and open the project inside the directory you setup. It will tell you about missing modules and ask you to rebuild them, just click yes.

Select File -> Connect to Source Control:
Provider: Git

The git path should have been specified automatically. Accept settings.

You can add & submit files from the UE4 Editor. If you need to publish your work, do it by submitting changes from UE4 and Git Sync the folder using Pull & Push.
#9
OpenMOHAA Project / MOH Title Suggestion
January 31, 2016, 06:47:45 AM
It would be great to choose a name for the next game
Choose any of the name in the poll or if you have a better name then tell it. :)
#10
OpenMOHAA Project / Re: MOHAA HD Project
January 12, 2016, 11:25:21 AM
Quote from: wombat {sfx} on January 12, 2016, 11:21:54 AM
ah, ok. I misunderstood :) If you have the FAKK2 UI code (is it in the SDK?), that's probably better (I didn't have it at the time).

well, it's fine with me to keep using omoh1. maybe you're right, we should not waste our time by redoing everything that has been done already and focus on the missing parts...

FAKK2 UI code is not open-source. The only thing that were made open source in FAKK2 is game/client code (and that's what omoh1 uses).
Yes you are right we should focus on the missing parts :) I think omoh1 should have been named openmohaa already, not sure if we could rename it.
#11
OpenMOHAA Project / Re: MOHAA HD Project
January 12, 2016, 10:45:00 AM
For flexibility reason, it's better to use FAKK2 UI. It's fully in C++ so it's more flexible :)
Also I don't think new ioq3 is needed because openmoh was 'somehow' patched in the net to prevent buffer overflow, patched in CM_Trace for Terrain and collisions, it was 'heavily' modified in certain point so i don't think it will be needed. Maybe only the renderer will be needed from ioq3 (and sound) :)

I already placed the renderer (and sound but it's not working yet) into openmoh, but then it requires Terrain/Lights implementation.

EDIT:
http://zupimages.net/up/16/02/m88y.png (notice only dynamic lights are supported but are buggy in ioq3)
http://zupimages.net/up/16/02/v0fh.png (Skeletor model implementation)
http://zupimages.net/up/16/02/8jql.png (Skeletor model with players)

The screen were made when your old UI system was used. :)
#12
OpenMOHAA Project / Re: MOHAA HD Project
January 12, 2016, 10:09:36 AM
is this really needed to restart a copy of ioq3 ? the openmoh/omoh1 has almost all ioq3 fixes, it will only require ui, and an enhancement to ioq3 renderer to be playable
#13
OpenMOHAA Project / Re: Tools
January 10, 2016, 06:05:59 AM
GTK radiant is mainly used for mapping, and is the same as MOH Radiant.
#14
OpenMOHAA Project / Re: Tools
January 09, 2016, 05:08:32 PM
Blender is mainly for modelling. I suggest to only use Blender for exporting models and animations, and GTKRadiant to export map and bsp.
#15
General Chat / Re: MRU needs to die, here is why.
January 08, 2016, 06:06:25 PM
I mean a change in the renderer engine will change, to use new features like anti-aliasing, normal mapping, post-process FX, shadows, etc.
Peoples can help in the future making HD textures with normal mapping (example from Google here).