Search found 10 matches

by wildstoo
Thu Oct 01, 2015 1:38 pm
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

Is there a command-line tool for modifying .mdl files? All I want to do is take a standard player.mdl and h_player.mdl and dump 16 or so skins into each of them. If there isn't such a tool, how hard do you think it would be to create one? Is the .mdl file format fairly simple? Like, is there a heade...
by wildstoo
Tue Sep 29, 2015 11:59 am
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

The one time I don't click Preview. :/
by wildstoo
Tue Sep 29, 2015 11:58 am
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

Thanks, frag.machine. Option a) sounds easy enough. I could probably even script it with ImageMagick or something to autogenerate head gib skins from the player skins, depending on how different they are. My next cunning plan is to add a small header to the FrikBotX waypoint files containing the rec...
by wildstoo
Mon Sep 28, 2015 9:16 pm
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

So close; working almost perfectly. Some well-dressed bots in here. Just one little problem that I'll explain below. https://dl.dropboxusercontent.com/u/56649001/frikyfriky/evil_empire_01.jpg https://dl.dropboxusercontent.com/u/56649001/frikyfriky/mod_corpse_01.jpg https://dl.dropboxusercontent.com/...
by wildstoo
Mon Sep 28, 2015 10:54 am
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

Oh. That line did fix it. Sweet.
by wildstoo
Mon Sep 28, 2015 10:45 am
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

// make a body que entry for the given ent so the ent can be // respawned elsewhere void(entity ent) CopyToBodyQue = { bodyque_head.angles = ent.angles; bodyque_head.model = ent.model; bodyque_head.modelindex = ent.modelindex; bodyque_head.frame = ent.frame; bodyque_head.colormap = ent.colormap; bo...
by wildstoo
Sun Sep 27, 2015 8:44 pm
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

Wish you could edit posts here rather than a new post every time.

Anyway, it's working with the slight drawback that when bots die their corpses revert to the base skin and even the base colours. No idea why.

Still, it's progress.
by wildstoo
Sun Sep 27, 2015 8:32 pm
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

Lol. I think I fundamentally misunderstood skingroups in QME and ended up with the bots cycling through the skins every 0.1 seconds. It was pretty funny.

Back to the drawing board.
by wildstoo
Sun Sep 27, 2015 5:40 pm
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Re: Fun names and skins in FrikBotX

Hi Spike, thanks for the reply. I tried to name a bot "Earthcrosser", styled like this: https://dl.dropboxusercontent.com/u/56649001/earthcrosser.png So, there seem to be three ways to encode this: œEárôhãrïsóeòœ \x85E\xe1r\xf4h\xe3r\xefs\xf3e\xf2\x85 \x85E\sa\sr\st\sh\sc\sr\so\ss\ss\se\sr...
by wildstoo
Sun Sep 27, 2015 2:40 pm
Forum: QuakeC Programming
Topic: Fun names and skins in FrikBotX
Replies: 15
Views: 9704

Fun names and skins in FrikBotX

Total programming neophyte here. Be gentle. How would I go about giving the frikbots "fun names"? I've tried just putting the high-ASCII values in the bot_misc.qc file but it looks like the compiler (FrikQCC or FTEQCC) is mangling them. I'm pretty much lost at this point. Better yet, how m...