I make things. Lots of things. Mostly...I make no sense.
You have to be kidding. Shrug.
You have to see it in-game to truly appreciate it. The MD2, even in this pic, you can see the horrendous vertex deformation, particularly in the facial area. In motion, the IQM model is much smoother, can bend at the waist for player pitch, and has no vertex swimming like the MD2 has.
Yes, I believe you can indeed store the animations in a separate file and use them on multiple models. We didn't do so in our case just because sharing skeletons wasn't easy due to our player models being a little varied in form.
I'm not too familiar with SKM, but the main benefits I believe the IQM offers are that it stores alot more information in the model itself, like the tangents, normals and binormals, triangle neighbors, etc. Here is a site that really goes into all of it Lee.fov120.com
Well, for starters, just look at the difference in the facial area. The MD2 model on the right, the vertexes are badly distorted and deformed. Also, look at the way the skin reflects the light. The IQM has more accurate normals and tangents, and is decidedly "cleaner". Also look at the picture in which the model is bent over. MD2 cannot bend in such a manner, the entire model has to be rotated. Screenshots don't always also show all the differences. In our latest SVN version, there is a map called "iqmtest", which has an MD2 and an IQM model side by side. You can see how much smoother the IQM animates, and how bad the vertex swim is in the MD2.
Did you not see the picture of the IQM model side by side with the MD2? The visual difference is very obvious.
Looking like two weeks till release, max :) Knocking out alot of the remaining issues...crunch time.
I updated a number of old pics/added new ones. As you might guess, we are gearing up for another news post, this one will have details of when the new release is coming, as well as some more development news/demonstrations.
Note - there are two shadows, one for the world light, which is more top-down, and the dynamic light, which extends to the left and onto the geometry of the map.
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Not yet, but we just implemented a new skeletal model format, and we will eventually be adding them.
We still support the .md2 format, so users can choose between the two. Also the client can switch to the old .md2 format(provided a .md2 exists for that entity) using the r_legacy cvar. There are some things I'm going to improve with the .md2 format that I learned while implementing the .iqm, and I'll probably throw in .md3 support as well since those can be loaded in the same manner as .md2 can.
As for a SP game, hehe, well maybe one day, I certainly won't rule it out :)
Yeah, that could be an issue, plus 2000 polys isn't that high compared to say UT3, but we are also trying to maintain the game's scaleability to play on older hardware. By the next release, all the player models will be using the new skeletal format, so that'll definitely improve the appearance alot. You can test the difference now if you type "map iqmtest" in the console on the SVN version. The .iqm is on the right, the old .md2 on the left. Note, these are the same model, just exported to a different format. It's a pretty striking difference.
That's not really true - our player models use polycounts of around 2000, compared to the 500 of Quake2.
Alot of news to report, regarding version 7.41 which will be out sometime soon to fix a few issues. There is also news regarding a new skeletal model format and ragdoll physics which are now under construction. I'll post a news update before the weekend.
A big misconception is that we spend all of our time on the graphics engine, but people have to realize that this game has been developed for close to 7 years now, and the majority of the work was done on the gameplay side until recently. The gameplay has been evolved, tweaked and tuned over that period to the point where nothing drastic is going to change. I'm still curious, you never responded to my question to you about what you felt was "sluggish" in comparison to Quake 3/Live. Movement physics in this game are faster, and the weapons are more powerful making quick battles, but I am always interested in any constructive criticism that may improve the gameplay in the future. The gameplay as it stands was formed and evolved by the community, and there is no reason to stop now with that :)
Yup, it's far beyond Q3/Live, and beyond Q4/D3 as well in many areas.
One pass, using GLSL :)
Well the main draw, at least in what we are trying to accomplish vs QL, is that it's a far more advanced graphical experience than QL could hope to be, as well as having a specific theme and different gameplay. I'm curious as to what you might think is sluggish in comparison to QL, as the physics are faster(and include dodging moves), plus the weapons are more powerful across the board for much quicker battles.
Disable mouse acceleration. Also in the game options menu, make sure mouse smoothing is off.
Awesome :) The official announcement is expected tomorrow, though there are some complications with the timing unrelated to the game that may force me to push it back a week.
This is AA2k10, we just haven't officially announced it yet. Still waiting on some of our mirrors to update before announcing, it's expected to be tomorrow. These here just got approved faster than I expected :)
Uh, there are videos and images on the moddb page. C-mon man.
I've probably asked you before, but what are your specs, drivers versions, etc? There should be improvement.
That video, never drops below 30 fps even while using FRAPS(which sucks down performance), and it's on some pretty modest hardware (2.8 ghz dual core, NV 9800GTX). So if you're getting bad frame rate drops, it would be useful to know what hardware you are using, and what settings you have the game on.
Yup, we are going to be implementing a new skeletal model format over the summer :)
7.40 will be fine, unless you are still having the problems. If you are, would you mind posting your specs, and driver revision here?
Yeah it's just an updated version of the same trailer, more or less, with a few extras added in, and new renderings.
lol, we'ed "better" huh? Sorry, no new weapons, and no new vehicles(yet). As for weapons, we likely will never(though I don't like to say never) add more, we don't believe in just continually bloating the gamecode. We are most definitely adding another vehicle in the future though, just not this release.
One of the most important aspects we focus on, is that making sure the engine is fully scaleable. Any time we have added a new graphic feature, we ensure that it's optional, and that people with older hardware can turn it off(and, in our hardware default checks, don't turn it on unless the hardware can handle it).
This map is subject to an update, if I think about it, when it's finished I'll update this screenshot, it's a pretty signifigant amount of changes, some of which will help with performance, even though this map isn't too bad in that regard.
Lol, no, Alien Arena was a game long before Open Arena. We used the Quake II engine as a base.