Search found 247 matches

by OneManClan
Sat Apr 12, 2014 1:17 am
Forum: Artificial Intelligence
Topic: The Dijkstra Project
Replies: 23
Views: 16830

The Dijkstra Project

[Disclaimer: I haven't even *tried* to compile the code presented here. I'm only showing it to get feedback on the overall 'method'/concepts. Newbies: This is more 'adventures of a beginner' than a 'tutorial', be warned: there's a good chance something I say will be simply untrue, and code I present...
by OneManClan
Tue Mar 25, 2014 4:18 pm
Forum: QuakeC Programming
Topic: Best Practice re: functions
Replies: 4
Views: 1770

Re: Are fewer functions better?

Thanks for the feedback guys. It's not so much 'smaller code' /fewer functions I'm concerned about; its more that I don't know what the 'best practice' is when it comes to qc (I've changed the subject accordingly). Someone on #qc mentioned a while ago that there was some version of quake (original N...
by OneManClan
Tue Mar 25, 2014 7:28 am
Forum: QuakeC Programming
Topic: Best Practice re: functions
Replies: 4
Views: 1770

Best Practice re: functions

[EDIT: I've changed the subject from "Are fewer functions better?" to "Best Practice re: functions", because whilst I do present a specific example, I'm more interested in the general concept of 'best practice' for quakec] Hey people, From what I've seen looking at other people's...
by OneManClan
Fri Feb 07, 2014 4:56 am
Forum: Mapping
Topic: Absolute Beginners guide to using shaders
Replies: 15
Views: 22548

Absolute Beginners guide to using shaders

[Update July 2015: added extra commands to help w debugging in notes section] [BIG FAT DISCLAIMER: I'm a beginner to this, so I *barely* know what I'm doing. I've checked with Spike and GB (thanks HEAPS guys!!), so if the following is wrong, it's not insanely wrong. I'll be constantly editing this ...
by OneManClan
Sat Oct 26, 2013 11:47 am
Forum: Quake Events
Topic: Rock2ober 2013!
Replies: 0
Views: 6372

Rock2ober 2013!

Hey people, Twelve hours to go till Rock2ober 2013 commences! This is the sixth Rock2ober event, the annual get together where we attempt to fill a quakeworld server (running the AGR mod) w 32 players like days of yore.The big question is, will we make 32 players again!? There are 6 free slots, and ...
by OneManClan
Wed Oct 16, 2013 10:41 am
Forum: Modeling
Topic: Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
Replies: 83
Views: 83624

Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

see this and this . Both threads seem to point the attention to a corrupted or non-standard addon installation. My suggestion is to remove EVERY folder in "C:\\Users\\Bon\\Ap pData\\Roaming\\Blender Foundation" and start all over again. Next time put your MDL add-on in the addons folder i...
by OneManClan
Wed Oct 16, 2013 6:10 am
Forum: Modeling
Topic: Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
Replies: 83
Views: 83624

Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Ok this is what the Python screen says (over and over): fake_module: addon missing 'bl_info' gives bad performance!: 'C:\\Users\\Bon\\Ap pData\\Roaming\\Blender Foundation\\Blender\\2.68\\scripts\\addons\\quakepal.py' fake_module: addon missing 'bl_info' gives bad performance!: 'C:\\Users\\Bon\\Ap p...
by OneManClan
Sat Oct 05, 2013 5:04 pm
Forum: Modeling
Topic: How to connect vertices in QME?
Replies: 4
Views: 6888

Re: How to connect vertices in QME?

SOLVED!:
1. Select the vertices to be merged
2. Right click, and from the menu:
3. Select Merge!!!

or just .... Ctl-M

:D
by OneManClan
Sat Oct 05, 2013 4:13 am
Forum: Modeling
Topic: How to connect vertices in QME?
Replies: 4
Views: 6888

Re: How to connect vertices in QME?

lol! :P I tried to edit the rockrun animation, but it seemed really difficult: Q: Is this the 'correct'/ optimal technique?: 1. select all the polygons of the left hand and make it a new object 2. move the pivot point to where the joint would be 3. rotate the pivot so that the angles let you... 4. u...
by OneManClan
Fri Oct 04, 2013 3:41 pm
Forum: Modeling
Topic: How to connect vertices in QME?
Replies: 4
Views: 6888

How to connect vertices in QME?

Hi all,

I took the top half of deathc1, and added it to the bottom (walking) half of rockrun, and it looks kinda like this.

Q: How do I attach the two halves?


thanks,

OneManClan
by OneManClan
Wed Sep 25, 2013 9:17 am
Forum: Modeling
Topic: Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
Replies: 83
Views: 83624

Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

I downloaded from here the 0.72 version, put in my C:\progs\blender-2.66-windows64\2.66\scripts\addons folder, clicked on User preferences ->search "mdl" in the addons tab, checked the addon, exported and voilà! I tried it - still nothing shows up in the list of addons, and I did search f...
by OneManClan
Tue Sep 24, 2013 5:26 pm
Forum: Modeling
Topic: Making a Quake MDL in Blender: for dummies, NOT TOTAL MORONS
Replies: 83
Views: 83624

Re: Making a Quake MDL in Blender: for dummies, NOT TOTAL MO

Hey guys. I can't get the mdl exporter to show up in Blender (2.66a) -> user preferences->Addons I downloaded "io_mesh_qfmdl-0.7.2.zip", and put it in: C:\Users\Username\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons - no go. I tried unzipping the ..er zip (even though I rt...
by OneManClan
Wed Aug 14, 2013 4:57 pm
Forum: QuakeC Programming
Topic: The func_elevator challenge
Replies: 4
Views: 1704

Re: The func_elevator challenge

Thanks for the responses guys. The solution (credit: Spike) has been found!: SUB_CalcMove(self.goalentity.origin - self.mins , 200, lift_think); I can't comment further because I'm still learning about exactly how mins, maxs absmin etc etc work. Next challenge: to make the buttons in the lift move w...
by OneManClan
Tue Aug 13, 2013 4:09 pm
Forum: QuakeC Programming
Topic: The func_elevator challenge
Replies: 4
Views: 1704

The func_elevator challenge

Hi guys. THE PROBLEM: The elevator doesn't move. OBJECTIVE To make a fully functioning elevator. I'm not sure if I'm close (but with some minor stupid detail messing things up), or WAYYY off track. Anyway here's the idea, any feedback welcome: Firstly, the definition of the func_elevator itself: voi...
by OneManClan
Mon Aug 12, 2013 7:09 am
Forum: QuakeC Programming
Topic: Help: Moving a func_train via an array of vectors
Replies: 22
Views: 7179

Re: Help: Moving a func_train via an array of vectors

Btw, I notice the cart is MOVETYPE_PUSH, but (IIUC) moves via : setorigin (self, self.goalentity.origin - self.mins); Q: Is there a reason you didn't use SUB_CalcMove() (which I thought was the standard way to move MOVETYPE_PUSH?). Actually,my code is based partially in SUB_CalcMove () code. Why to...