Daniel Gibson
Daniel Gibson
Thanks for the testcases! Regarding the collision (and maybe even lighting?) problems: Have you tried more options in the material? Especially `solid` and/or `collision` seem worth a try. (My theory...
> I think your theory about MD3 files is probably correct, MD5 files seem to lack collision when they're just used as models (the prop_ entities or when loaded into...
Thanks! I figured out why MD3 models don't cast shadows: no "sil edges" are generated (silhouette?). Apparently in MD5 that happens in the deformInfos, I'm trying to replicate that for...
I think I found a better solution for the shadows. I have ideas for an additional small optimization for non-animated MD3 files, but to test that I need an animated...
@FriskTheFallenHuman pointed at these two places in code for the collision issue (though as far as I can tell changing them isn't enough to make it solid): https://github.com/dhewm/dhewm3/blob/86152bb83728c82bd4f44d5382d8027b1578e1ed/neo/tools/compilers/dmap/tritjunction.cpp#L601 https://github.com/dhewm/dhewm3/blob/86152bb83728c82bd4f44d5382d8027b1578e1ed/neo/cm/CollisionModel_load.cpp#L2981 Either...
Thank you very much! :) Looks good so far, but I think I'll have to look more at it in the next days (and also check out the editor crash)
Fixed the crash in Radiant with missing models. Also fixed loading/displaying MD3 models in Radiant. I was hoping it would also fix the issue that they can't be selected, but...
I can't reproduce this. If I set the volume to a negative value `reloadDecls` works and makes the pistol quieter. If I then set it back to 13 and run...
Assuming your mod data is in the eldoom/ directory, your DLL (built from the dhewm3 SDK patched with your changes) must be called eldoom.dll and be placed next to dhewm3.exe....
> Edit 2: I just noticed that in the console upon startup, it says: > LoadLibrary (./dhewm3/eldoom.dll) Failed! [193 [OxC1]] probably the DLL is of the wrong architecture, like x64...