Pyccna | 2013-07-24 16:17

I'm currently trying to make new hudguns for the Ironsnout Playermodel to go with the Warzone Ch.2 package; the md5meshes are working, the md5animations (which I recycled Geartrooper's) are working, but the textures aren't.

I'm creating the MD5meshes from obj in Blender 2.67, then exporting to Collada, then converting them to MD5mesh using Noesis (as I have no way of creating MD5 directly). Is this possibly why the texture's aren't displaying?

Here's the cfg is that's the problem:
md5pitch "" 1
md5tag Bicep.R tag_bicep
md5dir "hudguns/3"
md5adjust Root 12.9 -5
md5adjust glove.R -5 -30 -5
md5anim "gun idle" "hands_rifle_idle.md5anim"
md5anim "gun shoot" "hands_rifle_shoot.md5anim" 60

md5load "svd.md5mesh"
md5skin svd "sniper.png"
md5spec svd 150
md5glare svd 0.5 1
md5tag muzzle_flash tag_muzzle
md5anim "gun idle" "rifle_idle.md5anim"
md5anim "gun shoot" "rifle_shoot.md5anim" 60

md5link 0 1 tag_bicep
mdlscale 300
//mdltrans 2.7 .65 -0.95
//mdltrans 3 0.95 -1.15
mdltrans 1.0 -2.0 -0.3

Pyccna | 2013-06-12 20:25

I'm in a bit of a snag here with mapmodels:
My .obj formatted mapmodels are appearing in Cube 2 Sauerbraten with the notexture.png image as a skin. I have the obj.cfg configured to look for "base.jpg" as the skin, which the actual base.jpg image is under the same folder.
Little help, please?

Mmeaninglez | 2013-06-03 16:24

Has anyone ever tried to change the position of the third-person camera? Someone suggested it in a wishlist a while ago, but I can't find any evidence of anything being done to that end.
I've searched through the game documents, but I didn't find anything about the camera positioning. Does anyone know about how the camera is programmed?

Mmeaninglez | 2013-03-12 02:38

I've made a map (gee, what else is new?) and was testing it with bots. I happened to look at the map .cfg file and noticed that there was no .wpt file with it, just the .ogz file. I completely closed the game and opened it again and went to my map. I used /loadwaypoints and the game message read "loaded 1412 waypoints from packages/base/gulley.wpt". Bots can use the waypoints I loaded. However, I looked again and still could not find the gulley.wpt file. I did a whole computer search and found the file, but could not find where it had been. I copied the .wpt file into the packages/base folder and can now find it there.

While I managed to solve this problem, I want to ask if anyone knows why this happened?

[this occurred on a completely unmodded copy of Sauerbraten: Collect edition]

FrenchBadPing | 2013-01-19 10:02

Hi, i've read in the changelog that Sauer support ZIP format, ok, but how use zip-files INGAME ???

skiingpenguins | 2013-01-18 18:12
Compare two lists
11
points ]
 (2 votes)

Okay, so I am trying to compare two lists to see if they contain the same string.

mylist = "aunt uncle grandma"
mylist2 = "fish cheese aunt"

loop i (listlen $mylist) [ loop u (listlen $mylist2) [ if (= (at $mylist $i) (at $mylist2 $u)) [echo Yes] [echo no] ] ]

I thought I could just use a loop to loop through the first list, then compare that to the second one, which I loop through at the same time.

afroninja | 2013-01-10 04:54
Error with compiling on Win64
1
 point ]
 (1 vote)

Hello quadro monkies, I'm here seeking for help in regards to compiling sauerbraten for windows. I have been attempting to build from the source, but I keep getting this same annoying error: Here

I use CodeBlocks with MinGW and use the GCC Compiler and from what I can figure about the error, I'm missing a file called ld.exe, except I checked and it's where it should be. Any suggestions?

PS. No BBCode?

All of the maps I have posted to Quadropolis have been labeled with the "Release" tag for the game branch, referring to the current version at the time, Justice Edition. Now that Collect edition is out, should I go back and change the tags to be "obsolete" tag for Game Branch?
This would especially apply to my latest map, which I posted just hours before Collect edition was released.
Thanks, I don't want to cause unnecessary confusion in the community.

CD Xbow | 2012-12-07 16:41

We have a working Battle Armor and human gaited Meka from our game, MekArcade, that we need some help with. Download the battle armor from http://teamxbow.org/cube/models/misfit/battle_armor2_v04.zip and the meka from http://teamxbow.org/cube/models/models-mek/mek6_v04.zip Both models are covered by C&C-SA licence.

Each has the milkshape/misfit original file and an exported md5 mesh, animations, basic skin and config for the Cube engine. I have posted more details about these models in the red eclipse forum - http://forum.freegamedev.net/viewtopic.php?f=73&t=3529 They work fine in MekArcade/RE, except for 1 little problem, see below.

The main reason we have put these up is because we need help with configuring the md5.cfg to seperate the mesh in upper & lower functional parts. I have had a few goes and failed. So if there is any Cube model wiz out there who could help us configure these properly, we would love to have you help us.

If there is any modellers who would like to help out in general, we would also love to here from you. We have lots of great models that need a little love.

fetz | 2012-10-31 18:32

I am making a mod, but the mod will be downloaded by itself, due to it would be too hard for some people to put all the files where they need to go. But i made the mod on OSX, how do i convert it to be useable on windows?

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