Search found 16 matches

by vicious1988
Thu Jan 27, 2011 1:52 am
Forum: QuakeC Programming
Topic: Need some help with camera work
Replies: 0
Views: 1654

Need some help with camera work

Long time no post. I'm needing some help with some camera code for an AC130. No, its not a CoD clone. But the idea did come while playing it. Right now my problem is getting the camera to focus on a vector (currently 0,0,0), and rotate within constraints. The camera's yaw bugs out when it goes beyon...
by vicious1988
Tue Nov 04, 2008 7:29 pm
Forum: Modeling
Topic: Need some help importing models into Quake 1
Replies: 15
Views: 7581

Ya, those 280 unassigned vertices are causing it. I've gotten this problem with ported models several times. You'll either need to try converting it again (which usually doesn't work) or delete those unassigned vertices. Some programs add faces to compensate, some warn you and give an error, and oth...
by vicious1988
Tue Oct 21, 2008 2:11 am
Forum: QuakeC Programming
Topic: Stick-Physics
Replies: 35
Views: 20634

I did something like this a few years back in Irrlicht. Not as advanced though.
by vicious1988
Fri Oct 17, 2008 8:06 pm
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Hey, just wanted to let you know I got my internet running again.
by vicious1988
Wed Oct 15, 2008 11:38 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

I didn't care for the style in wind waker. Just doesn't look like Zelda. I guess oot or tp style would be good.

I probably won't be able to post for a day or two since my internet is down. I think someone forgot to pay the bill. :(
by vicious1988
Tue Oct 14, 2008 3:42 pm
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Ya, I did that about a year ago. That engine was such a pain to work with though. All it is when you download it is the renderer w/ various model support and ODE. Had to code just about everything from scratch.
by vicious1988
Tue Oct 14, 2008 4:14 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Awesome, I just wish Q1 had a joint system. You can accomplish so much with them.

ImageImage
by vicious1988
Tue Oct 14, 2008 2:55 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Concept for me tends to be more idea than art, so I've got nothing drawn up. I was thinking of having a couple swords that could be equipped, as is the case with the games since OoT. And naturally the Master Sword has to be one of them.
by vicious1988
Tue Oct 14, 2008 2:33 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Aw, but I'm so proud of my modified axe vertices sword. Have at it.
by vicious1988
Tue Oct 14, 2008 2:03 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Ya, GLQuake can't show fullbright. I switched my hearts and item menu into full bright colors, which does look better, also fixed the down-convert texture anomalies.

Image
Image
by vicious1988
Tue Oct 14, 2008 1:21 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

I was looking for a function to resize sprites and/or models. Only thing I noticed was setsize which is for bounding boxes.

As for changing texture colors, the models would still be affected by lights, wouldn't they?
by vicious1988
Mon Oct 13, 2008 11:20 pm
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Well, I experimented earlier with switching to sprites. No success. Always too pixelated. Guess I'm stuck with models for the time being. Anyways, I switched the item equip menu from centerprint to models. http://img264.imageshack.us/img264/2476/quake02az5.th.jpg http://img264.imageshack.us/images/t...
by vicious1988
Mon Oct 13, 2008 3:27 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Right now I'm just getting the basic systems in and operating, although Gyro does sound appealing. I'm aiming to make this very similar to the actual Zelda games, but there's that Quake element I'm oh so tempted to keep, I've already decided to keep it first person since I really don't want to make ...
by vicious1988
Mon Oct 13, 2008 1:06 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

I love how you can put 10 red dots in the top left corner of the screen, add a sword, and everyone instantly says "That's Zelda!" Help's always welcome. I've already added in the sword, hookshot, bombs (need to fix the timing), heart system, and an early C-slot system w/ equip menu. It sti...
by vicious1988
Mon Oct 13, 2008 12:16 am
Forum: QuakeC Programming
Topic: Model position in relation to player
Replies: 32
Views: 7876

Thanks for the help, I figured it out from your thread. I forgot to add the view offset. I knew it would be something painfully obvious. Just not that painful. Works great: http://img264.imageshack.us/img264/5550/quake00dj2.th.jpg http://img264.imageshack.us/images/thpix.gif http://img264.imageshack...