Search found 42 matches
- Fri Aug 21, 2009 11:35 am
- Forum: Modeling
- Topic: DPMODEL Program
- Replies: 6
- Views: 2753
Yes i have compile it with the animation qh file. The doom name is not real.Real name is liandritrooper.It custom model(doom style) for ut2k4. Hi Marcel i have try this to but the animation speed does not work for me.I have made this by writing this code: void() hknight_stand1 =[ $stand_2, hknight_...
- Tue Aug 18, 2009 12:01 am
- Forum: QuakeC Programming
- Topic: Firebullets Question
- Replies: 7
- Views: 2039
No. There's a message TE_BEAM in Quake standard protocol that can be hacked to obtain this effect. Look for WriteByte () calls in vanilla QuakeC source code and you'll have a good start point to make your modification. Hi fragmachine i have already do this in firelightning but when i fire the game ...
- Sat Aug 15, 2009 10:16 pm
- Forum: QuakeC Programming
- Topic: Firebullets Question
- Replies: 7
- Views: 2039
yeap i found what you write but i do not know how to use it in qc.Spike wrote:look in dpextensions.qc?
I try in firerocket to add line
missile.effects = TE_BEAM
but it does not work.
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MARIJUANA HEMP
- Sat Aug 15, 2009 7:01 pm
- Forum: QuakeC Programming
- Topic: Firebullets Question
- Replies: 7
- Views: 2039
model trail: hijack an existing effect, specifically te_beam, and replace the effect (te_beam is not used in regular quake, it was added for one of the expansions, though I forget which). Note that replacing te_beam with some custom model will work in supposedly any NQ engine without kicking any cl...
- Thu Aug 13, 2009 6:42 pm
- Forum: QuakeC Programming
- Topic: Firebullets Question
- Replies: 7
- Views: 2039
Firebullets Question
Hi inside3d users, i want to ask if there is someway to add setmodel line to firebullets function?Or how to add efect function from LordHavocs effectinfo.txt? I?ve try this but nothing happend: void(float shotcount, vector dir, vector spread) FireBullets = { local vector direction; local vector src;...
- Fri Jul 31, 2009 4:49 pm
- Forum: Modeling
- Topic: Tutorial How to convert Unreal engine models to quake md3
- Replies: 11
- Views: 9122
- Wed Jul 29, 2009 11:16 am
- Forum: Modeling
- Topic: Looking for animator
- Replies: 1
- Views: 1830
Looking for animator
Ho guys is there some good animtor?I have got permission from obiwan to make animation for his shambler and demon models.So can somebody make some simple death animation?I have got the model in smd format.
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- Tue Jul 28, 2009 10:08 am
- Forum: Modeling
- Topic: Tutorial How to convert Unreal engine models to quake md3
- Replies: 11
- Views: 9122
Tutorial How to convert Unreal engine models to quake md3
At first download unreal model viewer from here http://www.gildor.org/en/projects/umodel. extract it into animations folder.Choose models with you want to extract and type in cmd "umodel -export -md5 humanmalea" and run it.THe models will be converted into md5mesh and md5anim format. Now s...
- Mon Jul 27, 2009 9:36 am
- Forum: Modeling
- Topic: I have got hknight permission but got one problem
- Replies: 4
- Views: 2674
you need to disable culling for that polygon. cos glquake only draws one side of it. If you're using an engine that supports q3 shaders, you can set the axe as a separate (md3?) surface and disable culling individually. You can also set the wings+axe to be alpha tested or blended... or both. On the...
- Mon Jul 27, 2009 9:34 am
- Forum: Modeling
- Topic: I have got hknight permission but got one problem
- Replies: 4
- Views: 2674
- Mon Jul 27, 2009 8:02 am
- Forum: Modeling
- Topic: I have got hknight permission but got one problem
- Replies: 4
- Views: 2674
I have got hknight permission but got one problem
So i have got a hellknight model permission.I have already code him but when i load the model in-game the axe is visible on the left side but on thel right side not.Here is picture so can somebody help me how can i fix this problem? http://img228.imageshack.us/img228/4237/schrnka01e.th.jpg ________ ...
- Fri Jul 24, 2009 9:05 pm
- Forum: QuakeC Programming
- Topic: Monster ai.Need help:-(
- Replies: 6
- Views: 1633
So i have done the dodge function without fall of.So i have last question about monsters.How can i make grunt shoot homing missile just like in quoth?And how can i set monster earthquake when the boss make "strong attack"?
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RA302
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RA302
- Mon Jul 20, 2009 11:23 am
- Forum: QuakeC Programming
- Topic: Monster ai.Need help:-(
- Replies: 6
- Views: 1633
- Sat Jul 18, 2009 1:34 pm
- Forum: QuakeC Programming
- Topic: Monster ai.Need help:-(
- Replies: 6
- Views: 1633
- Tue Jul 14, 2009 4:39 am
- Forum: Modeling
- Topic: custom monster models
- Replies: 33
- Views: 10049
Yeah you are right.I think not.I will be better to close this thread and use it on my own thing.r00k wrote:How did you convert from UT3's format to mdl in the first place? Convert from ut3 -> md3 directly, but in any case, can you legally distribute the model??
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