Search found 39 matches

by Boss429
Sun Jun 26, 2011 9:17 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6164899

making a gta style clone. lots of bugs and I hate mapping. DPM models are from some old hl1 mod or something. so far I have crouching, reloading, weapons slots and bone attachments working.
Image
Image
by Boss429
Tue Dec 07, 2010 4:27 am
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24536

horrorporn wrote:this is slightly offtopic, but can you use attachments on iqm? and if so what does the qc look like and how do I go about constructing them in blender?
with skeletal formats in DP you use bones as attachment points.
by Boss429
Thu Dec 02, 2010 7:14 am
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24536

But Darkplaces can load halflife maps... and Darkplaces DPM models are just compiled halflife .smds There just better: no 512x512 texture limitation, full 32 bit colours, HL2 style vert weights... The only thing thats really laking is solid documentation on these features but they're all there. with...
by Boss429
Tue Nov 30, 2010 9:17 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6164899

Re: Nice hands!

That is some awesome hands! hey is there a tutorial on how to make hands....all the time i been making are blockish ones yeah Ben Mathis has some good tips on modeling hands in one of his videos: http://www.poopinmymouth.com/tutorial/tutorial.htm (don't be scared off by the url I assure you its not...
by Boss429
Tue Nov 30, 2010 8:53 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6164899

Image
Texturing some hands I modeled a couple years ago :?
by Boss429
Tue Nov 23, 2010 8:59 am
Forum: General Discussion
Topic: DP water
Replies: 6
Views: 2032

Is there a way to do a prerendered reflection that only reflects the world and not entities in Darkplaces? this seems like it would greatly increase framerates.
by Boss429
Wed Nov 17, 2010 3:10 am
Forum: QuakeC Programming
Topic: Slow Motion
Replies: 12
Views: 3169

for Darkplaces use "cl_slowmo" 1 is normal less is slower.
by Boss429
Wed Nov 17, 2010 2:53 am
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 8782

take your MD3 model ie "shellbox.md3" and rename it to what ever quake named it, in this case "maps/b_shell0.bsp".
by Boss429
Sun Oct 31, 2010 10:25 pm
Forum: Modeling
Topic: A little help with model postioning?
Replies: 6
Views: 2488

Just import the *.smd into 3dsMax or even ms3d and select the Bip01 bone and delete all keyframes.
by Boss429
Fri Oct 29, 2010 3:19 am
Forum: QuakeC Programming
Topic: getting rid of animation macros
Replies: 8
Views: 2144

Thanks guys, I got it working beautifully: void() player_smallreload = { if ((self.frame > $relo_onehanded_31) || (self.frame < $relo_onehanded_1)) { self.frame = $relo_onehanded_1; // if your not playing reload animation, start at the beging } else if (self.frame == $relo_onehanded_31) { player_wal...
by Boss429
Thu Oct 28, 2010 5:59 am
Forum: QuakeC Programming
Topic: getting rid of animation macros
Replies: 8
Views: 2144

But isn't the macro doing the exact same thing? it specifies an animation and then just goes into another void that specifies the next frame. Mine just does the work in one void. I guess my question is, why does a macro not play all the frames at once?
by Boss429
Wed Oct 27, 2010 4:32 am
Forum: QuakeC Programming
Topic: getting rid of animation macros
Replies: 8
Views: 2144

getting rid of animation macros

so I started talking about this in the 'what are you working on' thread and decided to move over to the proper forum. I'm trying to do away with the macros by using self.frame: void() player_reload = { self.frame = $relo_onehanded_1; while (self.frame < $relo_onehanded_31) { self.frame = self.frame ...
by Boss429
Tue Oct 26, 2010 11:37 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6164899

na its third person only for simplicity. I think I figured out my problem self.frame value refers to the $frame number not the frame number of the model itself...

Sajt, I put in the self.nextthink so it wouldn't happen instantly, but at 30 fps, am I doing something wrong?
by Boss429
Tue Oct 26, 2010 8:29 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6164899

Or you could just increment .frame and .weaponframe instead of using those annoying macros, but whatever. are you serious? I hate these things! :x Thats why i made this dumb program. Show me your ways, o great one. tried this and quake didn't like it: void() player_reload1 = { self.frame = 249; whi...
by Boss429
Sat Oct 23, 2010 7:11 pm
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 7085

just export to smd and compile with dpmodel:
http://icculus.org/twilight/darkplaces/ ... 080715.zip