site news

28 jan 2006
mocap goodness    
  i've uploaded 235 motions into the new motion capture library on the files page. these are all freely available on the internet, but i've just consolidated them into one place for simplicity's sake. they are all raw data - this means that you'll probably need to run some filters on the data and clean it up a bit before it's really useable, but it's free and better than nothing. i've also added a link to some of my old ogg vorbis code. you'll need to link your quake 3 project to ogglib, vorbislib, and vorbisfile to make it work.  
 
gongo
 

17 jan 2006
happy new year and more updates!   
  sorry for the lack of updates, my laptop unfortunately died over thanksgiving, and i've since been unable to continue development on md4 for the quake 3 engine. however, now that i've finally gotten my new laptop, i've resumed work on the format! one of the first and more important announcements is that md4 has been updated to v4, with an increase in max tris/verts to 8192/4096 from 5632/2816 and the removal of frame names (i didn't see much use for them, but they're a trivial add-in if for some reason people are attached to them... skl2md4 has also been updated to v.1.1 with increased stack size of 32mb to accommodate models that push the limits of md4 v4. i've also found the source of the problem with misread frames for the legs, i was just doing the body sectioning improperly in my code, the models were perfectly fine.  
 
gongo
 

02 nov 2005
collapse mapped goodness   
  so successfully adding new traps to the renderer ended up being a bit more difficult than i thought... as i was looking through my code hunting for a solution to the problem with the collapse maps not working right, i actually stumbled across the answer by doing something wacky. so now the models collapse correctly up and down, just play with r_lodbias to see the results. other than that, i've left in some of the code for the new traps i'm adding, but some of the important stuff is still missing (like adding the new funcs to the renderer export, for example). the code isn't mature enough to release, so that's why i'm not uploading all of it yet. and for some reason frames are being read properly for the top half, but not the bottom half, maybe it's just a glitch with the way the animation.cfg is being read? anyway, head over to the files section to pick up the new collapse map rendering code!  
 
gongo
 

29 oct 2005
yet another tools update    
  another update to skl2md4, this time bringing it up to v.1.0. the source, binary, and readme can all be found on the files page. i cut down on the number of command line switches (most of them were irrelevant or unnecessary) and i changed the base frame switch "/base <framenum>" so that it defaults to the first frame if no arg is passed, or to the last frame if a negative value is given, otherwise it will calculate the collapse map on whatever frame you specify. i've also given it a version number now that it finally does everything that i want it to do correctly, and it displays the version number when it builds md4's. i also fixed the bone flags code, i guess i broke it when i was switching over to the gpl'd code (or maybe it never worked right to begin with?) but the bone flags *should* write out to the file correctly now, with all children inheriting flags from their parents (unless, of course, the child has it's own flag set, in which case the parent's flag does not overwrite the child's flag). udpates to skl2md4 from now on will mostly be minor, unless the md4 format changes and then it'll be bumped up a major revision number. on the skelout side of things, i finally got around to uploading a maxscript that i found for exporting skl's in gmax. the tool was originally designed for elite force 2, but it *should* work properly with skl2md4.  
 
gongo
 

22 oct 2005
tools update    
  midterms have been a killer as of late, but i'm done with those for the most part now... i've cut out almost all of the fakk 2-specific/non-gpl'd stuff from skl2md4, substituting most of the functions with the math and string libraries from the quake 3 splines project. the new source and binary for skl2md4 is now available on the files page. note: skelout is independent from all the quake 3 source, and can be compiled anywhere, whereas skl2md4 needs to reside in the root of the quake 3 source with q3asm and q3map. please remember that qfiles.h *MUST* be the same in the tools common folder and the engine qcommon folder.  
 
gongo
 

12 oct 2005
site construction progress report   
  added the files section and found a suitable replacement link for flipcode. hopefully i'll have another section ready for tomorrow. i just took a quick glance at my ogg vorbis code, and i think i'm going to change things a little bit, it may be another week before i upload my ogg code and tutorial page.  
 
gongo
 

11 oct 2005
the site opens . . .    
  the site is slowly coming together... the site layout is more or less finalized, more to come in the near future... the md4 format spec sheet is up, and mostly complete. the links section is up with only a few links for now, more to come.  
 
gongo