Search found 144 matches

by lth
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.
by lth
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 ...
by lth
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...
by lth
Mon May 02, 2011 7:35 am
Forum: General Discussion
Topic: Darkplaces transparent tga skin reverses draw order?
Replies: 17
Views: 4629

Thanks guys, I'll give it a go sometime - I didn't even know you could specify your own shaders in DP.
by lth
Thu Apr 07, 2011 10:13 pm
Forum: General Discussion
Topic: Darkplaces transparent tga skin reverses draw order?
Replies: 17
Views: 4629

I got no further - tried a few different things including having only 0 or 1 for alpha values of parts of the skin, tried a few different dp rendering flags (like additive) but no joy.
by lth
Thu Apr 07, 2011 10:12 pm
Forum: QuakeC Programming
Topic: How animations work?
Replies: 1
Views: 910

Look in player_run, in player.qc . The QC manually cycles through the frames, with a breakout to the standing frames if you're not moving, iirc. Look in the top of player.qc while you're at it, or any of the monster files, and see a bunch of "frame macros", the things with dollar signs at ...
by lth
Fri Feb 25, 2011 11:50 pm
Forum: QuakeC Programming
Topic: make monster attack a entity
Replies: 5
Views: 1624

What is your zombie AI code like? Vanilla Quake? Or have you modified it? Because monsters won't naturally attack anything apart from clients (unless the other thing attacked them first).
by lth
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...
by lth
Fri Feb 25, 2011 11:28 pm
Forum: QuakeC Programming
Topic: Two questions - self.skin and vector info
Replies: 4
Views: 1024

The problem is simply that you have your skins in the model in the wrong order; the names in are immaterial but their order as they appear in the list in qMe is what matters; the top one is numbered skin 0, the next as 1 and so on.
by lth
Mon Feb 07, 2011 1:22 pm
Forum: QuakeC Programming
Topic: Environmet based footsteps (simulator)
Replies: 7
Views: 1547

Won't darkplaces load HL maps, which allow you to set accessible texture properties on surfaces? I haven't really investigated it myself but there are some bits in dpextensions.qc that suggest this is possible.
by lth
Mon Feb 07, 2011 1:20 pm
Forum: QuakeC Programming
Topic: Visible traceline
Replies: 9
Views: 1687

You could use effectinfo in darkplaces too. I've got some neat tracers going on in my current mod.
by lth
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...
by lth
Tue Dec 07, 2010 10:31 pm
Forum: General Discussion
Topic: Darkplaces transparent tga skin reverses draw order?
Replies: 17
Views: 4629

So has anyone seen translucent TGAs working in Darkplaces at all before? Citation? Then I can compare what they're doing and see what I'm doing wrong. Anyone recommend an app that will save targas that's not the GIMP? (And free!)
by lth
Sun Dec 05, 2010 6:21 pm
Forum: General Discussion
Topic: Darkplaces transparent tga skin reverses draw order?
Replies: 17
Views: 4629

I'm using the GIMP for my tgas, and yes, Sajt, I have translucent spots on them; in fact, it's only when there are translucent spots that this problem manifests.

Alternatively, is there any other way to get a translucent skin on my model that'll work in Darkplaces?
by lth
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...