Search found 144 matches
- Sat Oct 27, 2012 10:11 am
- Forum: Modeling
- Topic: THEY ALL SUCK
- Replies: 13
- Views: 6500
Re: THEY ALL SUCK
Thank you everyone, I've persisted with Blender simply by dint of googling every single thing I want to do because it seems to work entirely through unmarked shortcuts. I'm making progress at least.
- Thu Oct 25, 2012 3:47 pm
- Forum: Modeling
- Topic: THEY ALL SUCK
- Replies: 13
- Views: 6500
THEY ALL SUCK
Seriously, what 3d editor do you guys use? I've spent an infuriating afternoon trying to make a super-lo-poly model (a Swiss chalet if you must know, <20 tris) for my new game and I'm on the verge of resorting to qMe. This can't be right. * Sketchup: how the hell do I stop polygons interacting with ...
- Mon May 02, 2011 7:39 am
- Forum: General Programming
- Topic: Screen shake when shooting
- Replies: 6
- Views: 2872
Yes. Punchangle is a field that is added to the player angles and gradually faded back to '0 0 0' by the engine. Very large punchangles look very silly since they can reveal bits of the viewmodel that are not supposed to be seen. Also, you can't alter the rate punchangle fades back in QC (well... wi...
- Mon May 02, 2011 7:35 am
- Forum: General Discussion
- Topic: Darkplaces transparent tga skin reverses draw order?
- Replies: 17
- Views: 4629
- Thu Apr 07, 2011 10:13 pm
- Forum: General Discussion
- Topic: Darkplaces transparent tga skin reverses draw order?
- Replies: 17
- Views: 4629
- Thu Apr 07, 2011 10:12 pm
- Forum: QuakeC Programming
- Topic: How animations work?
- Replies: 1
- Views: 910
- Fri Feb 25, 2011 11:50 pm
- Forum: QuakeC Programming
- Topic: make monster attack a entity
- Replies: 5
- Views: 1624
- Fri Feb 25, 2011 11:42 pm
- Forum: QuakeC Programming
- Topic: Change player size?
- Replies: 22
- Views: 7530
Karall: If you want to make the player appear taller there is a whole load of different things you have to do, some of which are not really possible using vanilla Quake. Here's a list off the top of my head: - adjust the player view height - adjust the spawn vectors of all the player weapon firing f...
- Fri Feb 25, 2011 11:28 pm
- Forum: QuakeC Programming
- Topic: Two questions - self.skin and vector info
- Replies: 4
- Views: 1024
- Mon Feb 07, 2011 1:22 pm
- Forum: QuakeC Programming
- Topic: Environmet based footsteps (simulator)
- Replies: 7
- Views: 1547
- Mon Feb 07, 2011 1:20 pm
- Forum: QuakeC Programming
- Topic: Visible traceline
- Replies: 9
- Views: 1687
- Wed Dec 29, 2010 10:23 pm
- Forum: QuakeC Programming
- Topic: Spawn monsters on command
- Replies: 17
- Views: 2859
Just using traceline can cause all sorts of trouble; you could spawn monsters into a wall, for instance. You need to take account of the monster bounding box size when you spawn them, and make sure it doesn't interact with the map or any other objects in the game. So trace a line, take the endpos, a...
- Tue Dec 07, 2010 10:31 pm
- Forum: General Discussion
- Topic: Darkplaces transparent tga skin reverses draw order?
- Replies: 17
- Views: 4629
- Sun Dec 05, 2010 6:21 pm
- Forum: General Discussion
- Topic: Darkplaces transparent tga skin reverses draw order?
- Replies: 17
- Views: 4629
- Sun Dec 05, 2010 5:21 pm
- Forum: General Discussion
- Topic: Darkplaces transparent tga skin reverses draw order?
- Replies: 17
- Views: 4629
Darkplaces transparent tga skin reverses draw order?
Hello, I'm pretty sure I encountered this issue a couple of years ago but can't remember (or successfully search for) the answer. Basically, if I create a .mdl and add a .tga skinfile for it that has an alpha channel, Darkplaces draws the model in reverse order. Does anyone know a way to stop this h...