Search found 36 matches
- Sat Jun 30, 2007 8:53 pm
- Forum: Development
- Topic: built-from-source arma crashes my X session
- Replies: 5
- Views: 2427
mm... that is kinda weird... If you want me to post any more logs or anything just ask, I'm kinda curious what this is. On a side-note, blender used to crash my X-session when I clicked with the center wheel on the mouse (not something you're supposed to do in blender anyway really...) maybe that'll...
- Wed Jun 27, 2007 2:40 am
- Forum: Development
- Topic: built-from-source arma crashes my X session
- Replies: 5
- Views: 2427
ok, windowed works ok, doesn't crash X. here's the backtrace at the end when it crashes in fullscreen: Backtrace: 0: /usr/X11R6/bin/X(xf86SigHandler+0x81) [0x80c5d91] 1: [0xffffe420] 2: /usr/lib/xorg/modules/extensions//libGLcore.so(XMesaResizeBuffers+0x29) [0xb5a07d29] 3: /usr/lib/xorg/modules/exte...
- Wed Jun 27, 2007 2:03 am
- Forum: Development
- Topic: built-from-source arma crashes my X session
- Replies: 5
- Views: 2427
thx, I'll try some stuff... I think my old x log is too new (restarted a few times since I tried it) so I'll try again and come back. yes, opengl works on other apps... I know for sure: blender opengl visualizations on xmms. video card: diamond viper v550 (basically rebranded nvidea tnt 1) -correctl...
- Tue Jun 26, 2007 7:05 pm
- Forum: Development
- Topic: built-from-source arma crashes my X session
- Replies: 5
- Views: 2427
built-from-source arma crashes my X session
So, being new to linux, I don't really know what I'm talking about but: I built arma from source with: ubuntu feisty, make 3.81 gcc 4.1.2 only ./configure flag: --prefix="$HOME/dev/arma/test" two problems: a) I don't know how to get it to use opengl instead of the alternative... is this ba...
- Fri Apr 27, 2007 1:53 am
- Forum: Graphical
- Topic: B AATools. V0.5a <--!! + tutorial see pg. 2
- Replies: 31
- Views: 16046
- Tue Apr 24, 2007 2:13 am
- Forum: Graphical
- Topic: B AATools. V0.5a <--!! + tutorial see pg. 2
- Replies: 31
- Views: 16046
do you have windows? I'll look into the problem... as textures go, I've added a tab to the gui, and I've been working on plans for the library and functions, It'll probably take some tweaking to get it to look the same as in arma... does armagetron just apply the textures side-on directly (stretch a...
- Thu Apr 19, 2007 8:21 pm
- Forum: Graphical Enhancements
- Topic: core dumps,,,,,n,,,,,,shrapnel
- Replies: 16
- Views: 16296
eh? you linked to your own post... does that have something to do with the effect you want to achieve? also: fonkay: the banner was 800 pix wide, so even a 1024X760 window resolution would display it without having to scroll... I think you need a new monitor if your stuck at 800x600 edit: lucifer: y...
- Thu Apr 19, 2007 8:14 pm
- Forum: Development
- Topic: Models, formats, animating, and other sh*t
- Replies: 12
- Views: 4452
how about using your own format? both blender and 3dsmax have fairly powerful scripting language support, anyone with even a tiny knowledge of python could create import/export scripts for blender for any text-based format. I'd be willing to make and maintain python scripts for blender for import/ex...
- Thu Apr 19, 2007 6:52 am
- Forum: Graphical
- Topic: B AATools. V0.5a <--!! + tutorial see pg. 2
- Replies: 31
- Views: 16046
- Thu Apr 19, 2007 6:44 am
- Forum: Graphical
- Topic: B AATools. V0.5a <--!! + tutorial see pg. 2
- Replies: 31
- Views: 16046
ok, i promised... here's one cycle I made...
a .gif pan around from blender:
http://www.addertooth.net/aatools/cycle1.gif
attached is an in-game screenie,
and the dload:
http://www.addertooth.net/aatools/models.zip
a .gif pan around from blender:
http://www.addertooth.net/aatools/cycle1.gif
attached is an in-game screenie,
and the dload:
http://www.addertooth.net/aatools/models.zip
- Thu Apr 19, 2007 3:46 am
- Forum: Graphical
- Topic: B AATools. V0.5a <--!! + tutorial see pg. 2
- Replies: 31
- Views: 16046
- Thu Apr 19, 2007 12:53 am
- Forum: Development
- Topic: Feature requests>>.mod file + offset data & more
- Replies: 3
- Views: 1828
I'm not sure I got what you said... it sounds good, but do you mean several .mod files (model only) and an xml file that ties them together with textures? that'd be great! (also, what about uvmap textures? kinda hard to do I know, but it could be done with a seperate mod file or just a new kind of d...
- Wed Apr 18, 2007 1:22 am
- Forum: Graphical Enhancements
- Topic: core dumps,,,,,n,,,,,,shrapnel
- Replies: 16
- Views: 16296
yah, just practicing...
anyway, here's a mockup of kinda what I mean:
http://addertooth.net/aatools/0001_0025.avi
(fonkay: its substance that counts, not surface... community contributions mean more than sigs... )
anyway, here's a mockup of kinda what I mean:
http://addertooth.net/aatools/0001_0025.avi
(fonkay: its substance that counts, not surface... community contributions mean more than sigs... )
- Tue Apr 17, 2007 11:30 pm
- Forum: Development
- Topic: Feature requests>>.mod file + offset data & more
- Replies: 3
- Views: 1828
Feature requests>>.mod file + offset data & more
Here's something really easy: (I hope) Right now, the offset of the wheels and main body are hardcoded with the function gltranslatef(x,y,z). How about loading from the .mod files to a variable so that we could edit the .mod files (y'no, with my script or by hand) to move around the wheels. I'd like...
- Tue Apr 17, 2007 11:22 pm
- Forum: Graphical Enhancements
- Topic: core dumps,,,,,n,,,,,,shrapnel
- Replies: 16
- Views: 16296
ok, what I'd like to see: bike peices (maybe it's tris + slight extrude ea?, random groups + extrude?) flying (maybe kinda hard... don't know) particles that could be configured/show a billboard image (image always facing camera) <-this one is easy (i think) and could make EXTREMELY good explosions,...