• What are you working on? v66 - February 2017
    558 replies, posted
You wouldn't happen to be using Unity would you? I've been waiting for a decent .mdl importer for ages. No one has quite done it properly.
[t]http://imgur.com/MUoqP7F.png[/t] [t]http://imgur.com/YHBPB4L.png[/t] So I'm making a VR "tour" of select levels from Halo. Nothing too extravagant, just a sorta walk around thing. Halo is fucking MASSIVE. You really feel dwarfed by the architecture when you're scaled properly.
[QUOTE=sarge997;51772901]You wouldn't happen to be using Unity would you? I've been waiting for a decent .mdl importer for ages. No one has quite done it properly.[/QUOTE] Here's the old Unity version: [url]https://github.com/Metapyziks/VBspViewer[/url] Mdl reading is here: [url]https://github.com/Metapyziks/VBspViewer/tree/master/Assets/VBspViewer/Scripts/Importing/Mdl[/url] I'm rewriting all that for my new version here: [url]https://github.com/Metapyziks/SourceUtils[/url] Although it isn't Unity any more. [editline]3rd February 2017[/editline] Also it should work for pretty much any prop, but I haven't bothered with animations etc for characters.
[QUOTE=Itszutak;51772999]Halo is fucking MASSIVE. You really feel dwarfed by the architecture when you're scaled properly.[/QUOTE] this is something i rarely consider when playing a game. i'm sure that a lot of games would be mind blowing to experience in vr because you can actually feel the scale of things in a way not possible projected onto a flat 2d screen.
[QUOTE=Pat.Lithium;51773180]this is something i rarely consider when playing a game. i'm sure that a lot of games would be mind blowing to experience in vr because you can actually feel the scale of things in a way not possible projected onto a flat 2d screen.[/QUOTE] Playing Elite: Dangerous on my Vive is exactly like this. You realise just how big everything is; the ships, the SRV, the stations... it's really quite incredible.
Has anybody else who has tried VR feel like they've gained the ability to look at a 2D environment and be able to mentally place themselves in it? Like, imagine how it would feel in VR before trying it in VR? I don't really know how to describe it.
:facemelt: Speaking of VR, when is the Vive price going to drop? I would absolutely love to try one out.
A friend of mine recently got me interested in working with PS2 models again, I've always wanted to be able to parse VIF/GIF tags properly. So I managed to get a simple VIF reader up and running. [url=https://bitbucket.org/Fireboyd78/driver-tools/src/c1f1daa882fa011f081aea847ee3da0d30c66650/GMC2Snooper/Program.cs?at=dev&fileviewer=file-view-default#Program.cs-210]Here's my sandbox code[/url] if you're interested. Now I just need to figure out WTF this all means...if anyone has ideas, I'm all ears. Trying to wrap my head around what each thing does but holy crap is it confusing... [code]>> ModelPackage index: 3 >> Processed 3 models / 2 materials. >> Dumping model info... **** Model 1 / 3 ***** ******** Sub model 1 / 15 ********* STCYCL : : CL:4, WL:2 STMASK : : MASK:C0C0C0C0 S_16 : +FLAG +UNSIGNED : ADDR:2, NUM:46 STCYCL : : CL:4, WL:1 V4_8 : +FLAG : ADDR:0, NUM:23 V3_8_MASKED : +FLAG : ADDR:2, NUM:23 STCYCL : : CL:4, WL:2 ITOP : : ADDR:17 S_16 : +FLAG +UNSIGNED : ADDR:2, NUM:48 STCYCL : : CL:4, WL:1 V4_8 : +FLAG : ADDR:0, NUM:24 V3_8_MASKED : +FLAG : ADDR:2, NUM:24 STCYCL : : CL:4, WL:2 ITOP : : ADDR:18 S_16 : +FLAG +UNSIGNED : ADDR:2, NUM:46 STCYCL : : CL:4, WL:1 V4_8 : +FLAG : ADDR:0, NUM:23 V3_8_MASKED : +FLAG : ADDR:2, NUM:23 STCYCL : : CL:4, WL:2 ITOP : : ADDR:17 S_16 : +FLAG +UNSIGNED : ADDR:2, NUM:48 STCYCL : : CL:4, WL:1 V4_8 : +FLAG : ADDR:0, NUM:24 V3_8_MASKED : +FLAG : ADDR:2, NUM:24 ******** Sub model 2 / 15 ********* STCYCL : : CL:4, WL:2 STMASK : : MASK:C0C0C0C0 S_16 : +FLAG +UNSIGNED : ADDR:2, NUM:8 STCYCL : : CL:4, WL:1 V4_8 : +FLAG : ADDR:0, NUM:4 V3_8_MASKED : +FLAG : ADDR:2, NUM:4 ...etc... [/code]
Eh whatever I will never think of something good to say for my 5k post so I just want to thank all of you for getting me this far. I started programming 7ish years ago and this thread is what kept me motivated and going. From all the stupid questions I asked in WDYNHW to all the awesome amazing things I saw right here, I can't imagine a better place to be a yearning programmer. You've all inspired me to be a better programmer through the years, and if it wasn't for the supportive community I would definitely not have gotten as far as I am today. I just want to say I love you all and I want to thank each and every one of you for pushing me to be the best that I can be. To many more years of keeping you guys updated on my work, here's to you. Thank you.
[QUOTE=Itszutak;51772999] Halo is fucking MASSIVE. You really feel dwarfed by the architecture when you're scaled properly.[/QUOTE] I've just started playing Halo: Custom Edition again after a few years of break, and there were like 394 online active players in the multiplayer when I checked. It's still active to this day, pretty amazing. Playing through the singleplayer I am once again astounded by the lack of loading. Every once in a while the loading screen is shown for less than a second, but that's it. It's quite an experience, especially with how big each level really is. I mean The Maw. Look at that! [t] [URL]http://media.moddb.com/images/downloads/1/103/102168/a30.jpg[/URL] [/t] Even if the textures and so on aren't the prettiest, that's a huge beast! There's even a multiplayer map somewhere, where you get to explore a lot of it, and probably even steer it. You don't see that anymore.
Wait... is that source engine or unity engine?
are hackathon workshops usually closed to the public ?
Could you hack that into an existing source game?
Wow I never thought I'd ever make it in the highlights with anything I'd do. Feels good!
[QUOTE=Sam Za Nemesis;51775632]I've finished the algorithm for direct light calculation so the curves for diffuse and specular light should be pretty physically accurate over a fast approximation [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%201_07_12%20PM.png[/img] [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%201_07_27%20PM.png[/img] [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%201_08_04%20PM.png[/img] [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%2011_27_04%20AM.png[/img] Here's a shot of the lighting term before BRDF for a greater emphasis [IMG]http://volvosoftware.com/heavy/PBR/04-01/Untitled.png[/IMG] It's great that the lighting is unified so everything from models also applies to brushes[/QUOTE] If you could contact Garry or Rubat and have them port it into the game, you would be a god to me. There have already been numerous calls for the team to implement better shaders.
[QUOTE=Mechanical43;51775846]are hackathon workshops usually closed to the public ?[/QUOTE] What do you mean by workshops? Like workshops during hackathons? You might have to be part of the hackathon but those are open to the public 99% of the time.
I personally really like how Unity managed to associate a somewhat advanced lighting term with crappy games. All you need there is to tone down the specular, crank up the shadow blur a bit and you'd have it.
[QUOTE=Itszutak;51772999][t]http://imgur.com/MUoqP7F.png[t] [t]http://imgur.com/YHBPB4L.png[t] So I'm making a VR "tour" of select levels from Halo. Nothing too extravagant, just a sorta walk around thing. Halo is fucking MASSIVE. You really feel dwarfed by the architecture when you're scaled properly.[/QUOTE] That's awesome! Using the Unreal Engine? I really wanna play more with VR. I remember porting the BSP models from Halo2x into Unreal Engine just to play around with them, nothing came of that though lol. [QUOTE=Sam Za Nemesis;51775632]I've finished the algorithm for direct light calculation so the curves for diffuse and specular light should be pretty physically accurate over a fast approximation [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%201_07_12%20PM.png[img] [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%201_07_27%20PM.png[img] [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%201_08_04%20PM.png[/mg] [img]http://volvosoftware.com/heavy/PBR/04-01/City%2017_%20Episode%20One%202_4_2017%2011_27_04%20AM.png[img] Here's a shot of the lighting term before BRDF for a greater emphasis [IMG]http://volvosoftware.com/heavy/PBR/04-01/Untitled.png[IMG] It's great that the lighting is unified so everything from models also applies to brushes[/QUOTE] Heh, I noticed you were in ASW a few weeks ago when I logged into Steam. You working off of Bio's deferred renderer or did you start your own?
Fuck everything about SDK interfaces that call asynchronous methods that don't have event completion listeners and won't let you attach your own. On another note, OpenFire, my firebase analytics + database plugin for unity is coming out soon, and i'm pretty excited to release my first "professional" unity asset. [img]http://i.imgur.com/O0rmtY7.png?1[/img] Unity thread on it [URL="https://forum.unity3d.com/threads/coming-soon-openfire-firebase-powered-unity-analytics-authentication.454421/"]here[/URL].
this got retweeted by someone i'm following on twitter. [media]https://twitter.com/SSYGEA/status/827947996545429504[/media]
wait we can embed tweets to posts now? [editline]5th February 2017[/editline] [media]https://twitter.com/crammus/status/766710584205271040[/media]
[vid]http://files.facepunch.com/ziks/2017/February/05/2017-02-05-1831-36-compressed.mp4[/vid] Got it streaming in the map as you move the camera, and looks up the PVS as compiled in the BSP to speed up rendering. Next is displacements and another face type I need to extract to fix the missing geometry. Maybe lightmaps after that.
[QUOTE=Ziks;51780488]Next is displacements and another face type I need to extract to fix the missing geometry. Maybe lightmaps after that.[/QUOTE] Challenge: get lightmaps working on displacements, without seams. [sp]it's subtly broken in both vrad and then broken again in the loader, if you look at connector on Mirage for example you'll see massive seams ingame[/sp] [editline]5th February 2017[/editline] Also you need to look at the vertex normals lump (if it's exists, since it's generated by vrad, which is [i]clearly[/i] obvious)
[QUOTE=Ziks;51780488][vid]http://files.facepunch.com/ziks/2017/February/05/2017-02-05-1831-36-compressed.mp4[/vid] [/QUOTE] That is actually awesome! What are you planning on doing with it I can see some nice possibilities right away. Keep up the work on this project. Also does this ask alot of RAM/CPU usage for the browser?
[QUOTE=Tobba;51780519]Challenge: get lightmaps working on displacements, without seams. [sp]it's subtly broken in both vrad and then broken again in the loader, if you look at connector on Mirage for example you'll see massive seams ingame[/sp] [editline]5th February 2017[/editline] Also you need to look at the vertex normals lump (if it's exists, since it's generated by vrad, which is [i]clearly[/i] obvious)[/QUOTE] Yeah I need to fix that, I've always just used the face's plane's normal but that doesn't take into account smoothing etc. Hopefully I can get it looking like my Unity version: [img]http://files.facepunch.com/ziks/2016/June/23/Unity_2016-06-23_10-17-54.jpg[/img]
Other fun CS:GO tidbit while we're at it: out of the ~3000 unique models used on the new Nuke, I think ~6 of them actually have LODs. I had a bug in my MDL loader where it would fail to load any model that had more than 1 (didn't respect the stupid vertex fixup tables) and it took me weeks to notice. Budgets are for pansies. [editline]5th February 2017[/editline] And that's not even the reason the game runs like shit :v:
[QUOTE=frietje2008;51780540]That is actually awesome! What are you planning on doing with it I can see some nice possibilities right away. Keep up the work on this project. Also does this ask alot of RAM/CPU usage for the browser?[/QUOTE] Thanks! I've got a few ideas, like maybe an interactive smoke grenade throw browser (which shouldn't be too hard), or as an unobtainable goal I could try making a replay viewer. RAM seems to be fine atm, and I've been trying to offload as much as possible to OpenGL so it shouldn't be CPU bound. I'm not even really batching draw calls much at the moment, so performance could get even better. [editline]5th February 2017[/editline] [QUOTE=Tobba;51780553]Other fun CS:GO tidbit while we're at it: out of the ~3000 unique models used on the new Nuke, I think ~6 of them actually have LODs. I had a bug in my MDL loader where it would fail to load any model that had more than 1 (didn't respect the stupid vertex fixup tables) and it took me weeks to notice. Budgets are for pansies. [editline]5th February 2017[/editline] And that's not even the reason the game runs like shit :v:[/QUOTE] Yeah I'm really not a fan of the MDL format. My loader works for pretty much every model, except I think like a door used in cs_office. It wasn't working at all for any meshes with multiple materials, until I added: [img]http://files.facepunch.com/ziks/2017/February/05/chrome_2017-02-05_19-14-41.png[/img] I still don't know if there's a proper way to find that value.
[QUOTE=Tobba;51780553]Other fun CS:GO tidbit while we're at it: out of the ~3000 unique models used on the new Nuke, I think ~6 of them actually have LODs. I had a bug in my MDL loader where it would fail to load any model that had more than 1 (didn't respect the stupid vertex fixup tables) and it took me weeks to notice. Budgets are for pansies. [editline]5th February 2017[/editline] And that's not even the reason the game runs like shit :v:[/QUOTE] iirc cs:go doesn't use lods even if they exist
[QUOTE=Ziks;51780573]I've got a few ideas, like maybe an interactive smoke grenade throw browser (which shouldn't be too hard), or as an unobtainable goal I could try making a replay viewer. [editline]5th February 2017[/editline] [/QUOTE] Grenade throws would be nice, but if you could pull of a replay viewer or some sort of livestreaming of matches that would be huge! Also how are you doing it, I'm guessing exporting the data out of CS:GO and than importing it in tree.js or babylon.js or something? Oh man, I'm normally a lurker but this video got me way to excited...
[QUOTE=frietje2008;51780679]Grenade throws would be nice, but if you could pull of a replay viewer or some sort of livestreaming of matches that would be huge! Also how are you doing it, I'm guessing exporting the data out of CS:GO and than importing it in tree.js or babylon.js or something? Oh man, I'm normally a lurker but this video got me way to excited...[/QUOTE] I've got a web server that extracts the data from the game files when requested, and sends it back as json (with vertex data etc compressed).
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