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by illwieckz
Sat Feb 24, 2018 10:21 pm UTC
Forum: Map Releases
Topic: Area³: a map by newin featuring an infested laboratory
Replies: 0
Views: 24

Area³: a map by newin featuring an infested laboratory

Hi, I wanted to toy with something different so I reopened a repository I haven't touched for the past 2 years. It's another map by newin, the guy who did the Urban Terror's contrib map named metro I already ported to Unvanquished under the Terminus name. Pronounce the map name “ areacube ”. https:/...
by illwieckz
Fri Feb 16, 2018 2:43 am UTC
Forum: Map Releases
Topic: New package format for upcoming 0.51.0 release (bye bye pk3)
Replies: 12
Views: 473

Re: New package format for upcoming 0.51.0 release (bye bye pk3)

tvezet wrote:By the way, where is the point to use the point in version numbers for maps?

Nice catch! You got it :grin:

If there is none i would rather stick to integer numbers: map-hangar28_1.dpk

This is perfectly fine ;-)

Before/after:

Code: Select all

39M   map-hangar28_b1.pk3
31M   map-hangar28_1.dpk
by illwieckz
Thu Feb 15, 2018 8:37 pm UTC
Forum: Map Releases
Topic: New package format for upcoming 0.51.0 release (bye bye pk3)
Replies: 12
Views: 473

Re: New package format for upcoming 0.51.0 release (bye bye pk3)

It looks like there is some misinterpretation. I'm not saying “I'm going to do that, do you agree ?”, I'm asking for comments and suggestions, to do our best together. Nothing is decided except one thing: I will do the best of myself to track down any trace of cargo cult or things like that. Let's d...
by illwieckz
Tue Feb 13, 2018 3:46 am UTC
Forum: Level Design
Topic: IQM support in NetRadiant
Replies: 2
Views: 181

Re: IQM support in NetRadiant

I'm not sure they are rendered at all in game… And by the way in-game zoffset is broken: a lot of models have to be configured to use a wrong zoffset in engine to be rendered correctly. At first I applied the game configurations (rotation, scaling, offset) to the models until I discovered the ground...
by illwieckz
Sun Feb 11, 2018 11:29 pm UTC
Forum: General Discussion
Topic: New crunch format leading to 4 time faster compression and space saving but break compatibility
Replies: 2
Views: 238

Re: New crunch format leading to 4 time faster compression and a bit of space saving but breaking compatibility

For reference, this is the total size of the complete 0.50.0 unvanquished set (and only this one): 717M 717M unvanquished_0.50.0/pkg This is the total size of the complete for-0.51.0 unvanquished set: 479M For 0.51.0 I will not recompile the map from repositories yet, so I'm just repackaging the 0.5...
by illwieckz
Sun Feb 11, 2018 8:25 pm UTC
Forum: General Discussion
Topic: New crunch format leading to 4 time faster compression and space saving but break compatibility
Replies: 2
Views: 238

Re: New crunch format leading to 4 time faster compression and space saving but break compatibility

This a PR bringing Unity's crunch format to Dæmon:

https://github.com/DaemonEngine/Daemon/pull/70

I verified that if I use that modified engine to load stuff produced by Unity's crunch it works.
by illwieckz
Sun Feb 11, 2018 7:42 pm UTC
Forum: General Discussion
Topic: New crunch format leading to 4 time faster compression and space saving but break compatibility
Replies: 2
Views: 238

New crunch format leading to 4 time faster compression and space saving but break compatibility

Hi guys, You probably know that we use the crn format for our ready-for-GPU textures. Packages just ship a lot of .crn files and the engine sends stuff to GPU drivers without decompression, which leads to short load time and acceptable quality. We currently use an old fork of crunch , the one from B...
by illwieckz
Sun Feb 11, 2018 2:02 am UTC
Forum: Off-topic
Topic: Unvanquished minecraft psyschedelic edition
Replies: 2
Views: 332

Unvanquished minecraft psyschedelic edition

Discovering Unity did some enhancements (???) to the crunch tool we use, I compiled their “enhanced” code and run it on our textures… Well, it was pretty bad! Just watching the preview in your file browser you notice something is bad: https://dl.illwieckz.net/b/crunch/bugs/unity-branch-psychedelic-m...
by illwieckz
Sun Feb 04, 2018 8:54 pm UTC
Forum: Level Design
Topic: IQM support in NetRadiant
Replies: 2
Views: 181

IQM support in NetRadiant

Hi, just this topic to show off some improvements I'm doing on NetRadiant side! Some month ago I imported in NetRadiant code base an IQM plugin from AARadiant (a radiant spin from Alien Arena). the IQM format or InterQuake Model format is the model format we use and recommend. But this plug-in was i...

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