Search found 247 matches
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- 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
1. Select the vertices to be merged
2. Right click, and from the menu:
3. Select Merge!!!
or just .... Ctl-M
- 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...
- 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
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
- 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...
- 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...
- 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...
- 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...
- 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...