Forum posts

Posted 3 days ago2022-12-03 10:23:58 UTC
in eXperiment HL horror mod Post #347149
A Christmas special
Meerjel01 Meerjel01I grab my Soup!
Posted 1 week ago2022-11-24 13:42:44 UTC
in eXperiment HL horror mod Post #347128
TF2
Meerjel01 Meerjel01I grab my Soup!
Posted 4 weeks ago2022-11-07 20:48:52 UTC
in C++ aabb-triangle collision Post #347056
Messed with the code and got it to stop working so I decided to go with separated collision triangles instead.

It wasn't a complex engine anyway so it works fine.

EDIT:
Made the link a Vimeo link.
Meerjel01 Meerjel01I grab my Soup!
Posted 1 month ago2022-11-06 09:44:56 UTC
in What does grass density mean in j.a.c.k? Post #347046
Isn't grass a Xash3D thing?
Meerjel01 Meerjel01I grab my Soup!
Posted 1 month ago2022-10-31 11:02:04 UTC
in C++ aabb-triangle collision Post #347032
Bump*

I've made a stair climbing system for the engine though it isn't as good as I wanted it to be. But I've come up with a fix for the raycast method.
User posted image
Also this is the ray-triangle code that I used.

EDIT:
Credit to Admer for giving me some code to work with.
Meerjel01 Meerjel01I grab my Soup!
I'm too unfocused on searching for the code myself so if someone can find it for me then it would be great.
Meerjel01 Meerjel01I grab my Soup!
How do one program a software that can read from a bsp like file? For use with my engine of course.

EDIT:
Make a custom map format and compiler for it.
Meerjel01 Meerjel01I grab my Soup!
Posted 1 month ago2022-10-26 17:34:14 UTC
in Blender Python Exporter Needed Post #347008
I would need help with getting an exporter for Blender that converts a mesh into a file containing geometry information. Usually I copy and paste from .x files but I want something more efficient.

Example file.
18 6 ConcreteCeiling1 0 Solid

1.000000 -2.000000  2.500000
      -6.000000  2.000000  2.500000
       5.000000  2.000000  2.500000
       1.000000 -2.000000  2.500000
       5.000000 -4.000000  2.500000
       1.000000 -4.000000  2.500000
      -6.000000  2.000000  2.500000
      -10.000000  4.000000  2.500000
      -6.000000  4.000000  2.500000
       1.000000 -2.000000  2.500000
      -10.000000 -2.000000  2.500000
      -6.000000  2.000000  2.500000
       1.000000 -2.000000  2.500000
       5.000000  2.000000  2.500000
       5.000000 -4.000000  2.500000
      -6.000000  2.000000  2.500000
      -10.000000 -2.000000  2.500000
      -10.000000  4.000000  2.500000

3 2 1 0
      3 5 4 3
      3 8 7 6
      3 11 10 9
      3 14 13 12
      3 17 16 15

-0.000000 -0.000000 -1.000000
         0.000000  0.000000 -1.000000
        -0.000000 -0.000000 -1.000000
         0.000000 -0.000000 -1.000000
        -0.000000  0.000000 -1.000000
         0.000000  0.000000 -1.000000

-0.000000  0.000000
         2.000000  3.500000
         2.000000 -2.000000
         0.000000  2.000000
        -2.000000  3.000000
         0.000000  3.000000
         1.000000 -0.000000
         3.000000 -1.000000
         1.000000 -1.000000
        -0.000000  0.000000
         0.000000  5.500000
         2.000000  3.500000
         0.000000  2.000000
        -2.000000  0.000000
        -2.000000  3.000000
         1.000000 -0.000000
         3.000000  2.000000
         3.000000 -1.000000

0.339873  0.869992
         0.259166  0.640306
         0.199980  0.967272
         0.339873  0.869992
         0.377537  0.999698
         0.399058  0.880801
         0.259166  0.640306
         0.221502  0.510600
         0.199980  0.629497
         0.339873  0.869992
         0.399058  0.543027
         0.259166  0.640306
         0.339873  0.869992
         0.199980  0.967272
         0.377537  0.999698
         0.259166  0.640306
         0.399058  0.543027
         0.221502  0.510600
First is the Vertex and poly count followed by the base texture and lightmap index and then the tag for the mesh.
Then the vertex positions, faces, normal directions and UV1 and UV2 def.
This is for my Xbox engine, a way to make my job easier.
Meerjel01 Meerjel01I grab my Soup!
Which Quake came first?

(Possibly WinQuake but I'm not someone putting attention to this so I don't know)
Meerjel01 Meerjel01I grab my Soup!
Now I feel like making a Quake 1 based engine myself.
Meerjel01 Meerjel01I grab my Soup!
Posted 1 month ago2022-10-14 08:30:07 UTC
in Post your screenshots! WIP thread Post #346968
Have a view of my macOS game Hostility.
User posted image
It's a turn based strategy game. Currently in the prototype stage.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-09-04 11:55:52 UTC
in Player speed limit? Post #346851
It's probably mdl root motion based but I don't know.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-09-03 17:09:59 UTC
in How to get Blue Shift Hands??? Post #346847
I believe you have to replace the mdl files (But make backups of the old) with the appropriate ones. But I didn't do that since I don't own Blue Shift.

I also learned to not write your gmail as your username for everyone to see. Spammers can get to it.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-09-03 14:04:45 UTC
in C++ aabb-triangle collision Post #346845
Couldn't make step-offset work but I will try make OBBs work. I will relay on invisible colliders for stairs and small edges for now until I get it working.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-30 14:55:47 UTC
in C++ aabb-triangle collision Post #346824
Had been talking to Admer about slopes and got it working. Now I need to work on step-offset for stairs and Capsule colliders. I had looked up This when I struggled with collision detection and it might be a good source for information right now.

Here's some screenshots from in-engine. (If anyone's still interested)
User posted image
User posted image
User posted image
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-28 10:08:41 UTC
in C++ aabb-triangle collision Post #346818
I got it working myself! Now the player can collide and slide on a triangle!

1 triangle. When going to a corner the player goes through another. Will get to work on fixing that. Also I switched to a sphere collider and will try to implement a capsule collider later on.

EDIT:
Got it working myself again.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-27 12:37:00 UTC
in C++ aabb-triangle collision Post #346815
I've found this But it's not constructed like the code I have. If someone knows how to help then do that please.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-25 14:06:30 UTC
in C++ aabb-triangle collision Post #346809
Achievement! I got it working! Now I need to make the AABB object oriented and make the player slide on collision (There's a function in the Xbox Home-brew website to make collision reaction).

Thanks for clarifying me about that site Admer. I don't think I ever got this far with engine making with DX8.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-23 18:41:32 UTC
in C++ aabb-triangle collision Post #346806
I tested the code and I think my only problem is the AABB system that I'm using. Anyone willing to help?
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-22 09:26:34 UTC
in C++ aabb-triangle collision Post #346805
Having some problems getting my levels to load on the hardware currently so I wasn't able to program any collision code yet. In the mean time someone can translate the code to C++ for me. If someone wants to convert it. Currently the problem to understand about it is the SAT sections.

EDIT:
Got the engine to load levels again somehow and will work on collision detection next.

This is the level that I'm gonna use. (Straight from the Console itself)
User posted image
EDIT2:
Having trouble getting through this line.
{ if (Max(-Max(p0, p1, p2), Min(p0, p1, p2)) > r) }
Anyone with a 3 parameter function for this?
Meerjel01 Meerjel01I grab my Soup!
This post was made on a thread that has been deleted.
Posted 3 months ago2022-08-18 15:24:29 UTC
in C++ aabb-triangle collision Post #346800
I've found that one before but it doesn't look like C++ programming. But it's convertible at least.

Has a bit of a "Too Long Didn't Read" problem with instructions like that. But I can look this through.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-17 10:20:39 UTC
in Programming video tutorials Post #346791
Is there a way to fix it?
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-17 05:40:37 UTC
in Programming video tutorials Post #346788
I forgot about the camera entity's name.
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-16 19:30:50 UTC
in Programming video tutorials Post #346786
Didn't the view changer start from the player's view rotation and rotate it slowly when activated? Or is it just me?
Meerjel01 Meerjel01I grab my Soup!
Posted 3 months ago2022-08-14 12:18:08 UTC
in C++ aabb-triangle collision Post #346781
This was an issue for me to figure out how to make an aabb (obb) collide with triangles on my Xbox engine and since people can C++ here, I'll ask here.
Meerjel01 Meerjel01I grab my Soup!
Posted 4 months ago2022-07-26 19:15:18 UTC
in Here, have a Minecraft server Post #346754
I'm Swedish and I don't play Minecraft.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-06 13:39:28 UTC
in Collaboration anyone? Post #346708
I did some work on the first Orb-map and would want to share it to the other developers if possible. Here's some screenshots.
User posted image
User posted image
User posted image
It's not really anything to gasp over but it looks fine for me. But I might be too simple. I'll send the vmf to the others via pm if any of you wants to see it or improve it a bit.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-05 08:19:45 UTC
in Collaboration anyone? Post #346705
Mapping in Source isn't too different from GoldSource except for some additional tools and Displacements.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-04 14:55:01 UTC
in Collaboration anyone? Post #346703
I where more interested in making an atmospheric, moody game with little obstacles but I guess some thinking doesn't hurt.

Also for a soundtrack, I've found some very interesting music albums from SUBWISE which I think can fit as influences for the mod.

Sometimes an Error : MIDItation
x3d5 : Hard Floors
Vena Portae : Izotop
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-04 06:43:40 UTC
in Collaboration anyone? Post #346701
I gotta say that I don't have the Episodes so I'm extremely limited on resources. But even if Episodes-assets gets used then it doesn't matter a lot since I barely play games made by others except myself. Somewhat of a burden for a developer.

Anyway, the ambient music for my Orb collect game should be bright for the time being. Tho the theme for it isn't fully visible in my head yet but it'll be rather soon as long as I get my focus on it. Also the map in the video I showed would have it's vmf released soon. Gonna create something new for the mod.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-03 18:24:09 UTC
in Collaboration anyone? Post #346699
Great! The slow paced map can have ambient music while the racing one can have trance or dnb(Just my taste talking). Tho I'm not much of a racing fan. I can design the collection map and give out ideas.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-02 13:15:58 UTC
in Collaboration anyone? Post #346696
I can give out an example of how it should work. Orb Collection Game
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-01 13:40:28 UTC
in Collaboration anyone? Post #346692
It's "Boring" when one isn't used to it.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-07-01 07:56:38 UTC
in Collaboration anyone? Post #346690
I had an idea about a Source mod where there's no combat. You only collect sprites to progress. Some sort of "Keep calm and collect sprites" game for calm people.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-30 19:02:26 UTC
in Collaboration anyone? Post #346688
No a txt file for story. It's not too fantastic but it's good enough. I think.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-30 18:08:33 UTC
in Collaboration anyone? Post #346686
I can work on a text file adventure for Half-Life 2. I think I know what theme I can give it.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-30 13:25:24 UTC
in Collaboration anyone? Post #346683
If I may wade in however, why not start with something more simple at first to see how you work with one another? Try making a singleplayer map or a map pack even. If you jump in with both feet and start a total conversion I guarantee it will fall apart before you even start seriously working on it. :)
How about a txt-story mod similar to my CIVO mod then? I thought it would work really well with switching between the game and a text file.

That or we can do a mod like the famous one influenced by Marathon? (Text on the screen like an overlay terminal) I can work on a very simple story for it.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-29 19:12:26 UTC
in Collaboration anyone? Post #346680
The mod that I had in mind isn't a multiplayer one. I don't have HL2 DM and can possibly not get to it either. Which is sad since I wanted to make a multiplayer mod sometimes.

Also I don't think the 2004 sdk has a "2 fps" problem since it's for an old Visual Studio build. And the lucky thing with being an Xbox homebrewer is that it comes with Visual Studio 2003. ;)

Don't know where to get it otherwise. If you want to make a 2004 mod that is.
And can Source coding.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-29 16:58:55 UTC
in Collaboration anyone? Post #346678
All I can is simple cartoon styles like the one I already have.
User posted image
User posted image
(These are not part of the mod btw) The models I will make would be like the ones in my Segment series but a bit better. And the coding of the mod (If I must code) won't be too complex so the AI would be simple.

Also altho it's a mod, I also decided to make it an home-brew game for my modifiable Xbox game engine so I would rather have the Xbox game better than the mod. If the engine gets made. (Stuck on programming collision) So if you want to give out a new concept for it then go ahead.

The mod concept was also featured in a video in Segment 3 if interested.
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-29 06:47:37 UTC
in Collaboration anyone? Post #346676
Whats your mod idea meerjel01?
A total conversion mod for Source. Something really simple of course. Had the idea of making a cartoon mod with custom models, textures and entities.

Has to be built in an older engine version tho since I don't buy new stuff from Steam. (Tho it can possibly run on the 2006 build)
Meerjel01 Meerjel01I grab my Soup!
Posted 5 months ago2022-06-28 16:38:35 UTC
in Collaboration anyone? Post #346672
Maybe I, but I barely have the time. The idea for a mod but not the time.

EDIT:
I can probably join in anyway cause I might be lying about not having time.
Meerjel01 Meerjel01I grab my Soup!
Posted 6 months ago2022-05-22 13:46:30 UTC
in compileX Post #346539
Bump*

Gonna try work on this a bit and hope someone comes by to help. I'm gonna use the source code for the cst to make a custom vrad compiler that can make lightmaps appear correctly.
Meerjel01 Meerjel01I grab my Soup!
Posted 6 months ago2022-05-15 15:44:42 UTC
in Post Your Photos Post #346522
Not a pic but a vid of a Segment 1 video playing on my retro TV.

Also here's the DVD cover for it.
User posted image
Meerjel01 Meerjel01I grab my Soup!
Posted 7 months ago2022-05-03 17:12:41 UTC
in Half-Life: The War of Xen Post #346489
Looking the mod up on YouTube brings me back. :)
Meerjel01 Meerjel01I grab my Soup!
It isn't a dumb question if one is new to it all really.
Meerjel01 Meerjel01I grab my Soup!
Posted 8 months ago2022-03-29 11:52:24 UTC
in compileX Post #346385
Posted 8 months ago2022-03-23 14:07:30 UTC
in eXperiment HL horror mod Post #346358
The screenshots gives me Timesplitters 2 Industrial Tileset vibes. Maybe because I'm listening to its theme right now.

EDIT:
If this wasn't a horror game then it might fit in as a Timesplitters themed mod. (At least not 100% horror as TS had some of it there)
Meerjel01 Meerjel01I grab my Soup!
It's a texture feature in the engine.

EDIT:
I think I'll better be helpful here instead.
Meerjel01 Meerjel01I grab my Soup!
Posted 9 months ago2022-02-26 13:45:33 UTC
in compileX Post #346299
Anyone willing to help with this? I'm still not good enough to make it alone.
Meerjel01 Meerjel01I grab my Soup!