At risk of sounding like a broken record, here's an ETQW SDK beta release announcement!
For any modders who may still exist out there, there's a bunch of fun stuff that can be attained quite easily now ... custom MegaTextured terrain, modded (or all-new!) vehicles, completely custom maps, etc. etc.
There's tutorials for all of those in our new wiki too.
Official announcement and beta SDK downloads:
http://community.enemyterritory.com/forums/showthread.php?t=17765
QUAKE Wars mod wiki (with a whole bunch of tutorials and pretty much everything about everything):
http://wiki.splashdamage.com/index.php/Enemy_Territory:_QUAKE_Wars
This SDK also contains pretty much all the mapobject models used in ETQW, some of them are pretty cool and worth a look. To reduce download size it's just the raw models included, all of their textures are in DDS form on the ETQW retail DVD.
Needless to say you will need a retail copy of ETQW to be able to use the SDK fully.
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This SDK also contains pretty much all the mapobject models used in ETQW,
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right, time to fix the awful uv scaling on the Valley bridge
i´m wondering since doom3 and don´t want to touch it
"-trace 0.1" means that it will cast rays to 10% of the size of the object. So if you have a box which is 64 units in all axes then it will cast rays out to 6.4 units from the lowpoly surface.
It doesn't use a "cage" at all.
or does is just works poprerly for simple stuff like the demo-box?
do i have to split my model in "useable-peaces" more than in max?
it just works properly in most cases. obviously it's tricky to fix stuff like "wavy edges" on the caps of cylinders but i don't see it happening much.
you should still split up complex models if you want to avoid traces going through close or overlapping parts of geometry. if you've split up the model in max for baking purposes, that should be fine for renderbump too, you shouldn't have to split it up any more.
ok thx.. thats what i wanted to know!!
just testing some stuff...
might rig her up to the player skeleton if the proportions aren't too different, see what happens...
are the normalmaps made with renderbump ?
does qw-et support max rendered nm´s? (without problems at the uv-edges)
Per: Unfortunately it's pretty complex to get a PPM working in ETQW, especially since the only gametype is team-based and class-based, so there's no real scope for "custom players" per person. No deathmatch mode either.
I'd like to explore this avenue and make it easier to get a model in (we have released the Maya skeleton files for the animations, so if you use Maya it should be fairly easy to get a character rigged up to that, but Max users are out of luck at the moment).
Static meshes and simple animated models are easy enough, but a full PPM is a lot of work.