Search found 559 matches
- Mon Aug 18, 2014 1:24 pm
- Forum: Mapping
- Topic: Quick Guide: q1 map to q3 bsp
- Replies: 4
- Views: 5777
Re: Quick Guide: q1 map to q3 bsp
Brilliant, thank you, very informative
- Sat Jul 26, 2014 9:51 am
- Forum: Mapping
- Topic: Absolute Beginners guide to using shaders
- Replies: 15
- Views: 18962
Re: Absolute Beginners guide to using shaders
That's excellent, thank you very much
- Wed Jul 23, 2014 12:11 pm
- Forum: Mapping
- Topic: Absolute Beginners guide to using shaders
- Replies: 15
- Views: 18962
Re: Absolute Beginners guide to using shaders
Nahuel, that's really helpful. If you could post an english version of that tut, it would be great. I'm terrible (it's an age thing ) in learning new stuff, once I get it, I'm fine, but anything outside of my current knowledge needs a lot of guidance Thanks again.
- Sun Jul 20, 2014 4:59 pm
- Forum: Mapping
- Topic: Absolute Beginners guide to using shaders
- Replies: 15
- Views: 18962
Re: Absolute Beginners guide to using shaders
I see, thanks. Therefore... can q1 maps be compiled with q3map2 "as is" or is there much work required? I guess some entities or brush functionality would be lost. Also, static entities; do you mean sprites? Sorry for questions, ajay.
- Sun Jul 20, 2014 2:36 pm
- Forum: Mapping
- Topic: Absolute Beginners guide to using shaders
- Replies: 15
- Views: 18962
Re: Absolute Beginners guide to using shaders
Cheers Spike; so it won't work like the shader for water, which is a shame. Is there a grass shader that does work with quake tools, rather than q3?
- Mon Jun 30, 2014 8:29 pm
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12309
Re: Possible Darkplaces bug ?
Hi Just a quick note to say that the newest build 13052104 is showing a lot of "flickering" brushes, they'll disappear as you move round the map, it's worse with flickering lights near the brushes, but doesn't happen only with them. Went back to the previous build and it went away. Happy t...
- Mon Jun 30, 2014 12:02 pm
- Forum: Mapping
- Topic: Absolute Beginners guide to using shaders
- Replies: 15
- Views: 18962
Re: Absolute Beginners guide to using shaders
Hi trying to get a Quake 3 grass shader working in Darkplaces, did a quick forum search and came up with this thread. Anyway, the grass isn't working, before I do more digging and tweaking, a couple of basic questions: 1) Can darkplaces use .obj models (the shader uses one as the q3map_surfaceModel)...
- Sun Feb 16, 2014 1:50 pm
- Forum: General Discussion
- Topic: new mapping tool? jackhammer?
- Replies: 15
- Views: 8330
Re: new mapping tool? jackhammer?
Just that I had some issues when exporting to map with WC3.3. Just used Jackhammer though, exports and then compiles perfectly, displays all the map and entities with no issues (once I increased world size as you pointed out) and is similar enough to WC that I don't really have to learn new techniqu...
- Sat Feb 15, 2014 7:52 pm
- Forum: General Discussion
- Topic: new mapping tool? jackhammer?
- Replies: 15
- Views: 8330
Re: new mapping tool? jackhammer?
What .map version does it save to? Is it the same as WC 3.3, as that can be problematic...
- Sat Feb 15, 2014 11:22 am
- Forum: Modeling
- Topic: Scary needed
- Replies: 10
- Views: 8302
Scary needed
Been playing around with shambler code to try to make it scarier, more intelligent and generally raise the tension. The problem, apart from getting the coding right, is that the model isn't very scary. It's great when moving slowly and close up, but when it's chasing the player it looks a bit waddli...
- Fri Feb 14, 2014 6:36 pm
- Forum: Mapping
- Topic: sea effect in DP
- Replies: 15
- Views: 10834
Re: sea effect in DP
Re limiting the player's range, could you not create a current/tide effect, possibly using push brushes to stop the player swimming out further than you want? Further: or use them as like an undertow to effectively drown the player if they venture too far - less an invisible wall as an act of nature...
- Sat Jan 25, 2014 8:35 pm
- Forum: QuakeC Programming
- Topic: Playing with monster hunting player
- Replies: 1
- Views: 2157
Playing with monster hunting player
I'm basically tinkering with Find Target. The objectives are to do the following; on finding an enemy (the player) the monster does some checks before being able to pursue it. 1. Is it behind a wall (does the monster have line of sight) if no, then go after it, if yes, then check 2. 2. Is the player...
- Thu Jan 23, 2014 11:34 pm
- Forum: Gameplay & Design
- Topic: Sprint - stamina
- Replies: 3
- Views: 5205
Sprint - stamina
I've (shockingly all by myself!) coded in a sprint system where you can sprint for 15 seconds, after which you're returned to a walking pace. While not sprinting you recover (at 1 second of potential sprinting time every 5 seconds) back up to your maximum. The walking pace in the game is quite slow ...
- Thu Jan 23, 2014 6:57 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6112490
Re: What are you working on?
Have cobbled together a basic flowchart to help me get a handle on coding the monster "ai" code, see it here: http://earthquakemod.wordpress.com/2014/01/23/23_01_2014/ - it may not be acheivable (by me), or the best way to go about it, but it's a starting point. sock Is it ok to decompile ...
- Thu Jan 23, 2014 2:14 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 21024
Re: [FTE][in production] Scout's Journey
Love the floor in the 8th shot down; very realistic, imo the most realistic I've seen in a Quake engine game.