Search found 66 matches
- Tue Sep 18, 2012 9:27 pm
- Forum: Mapping
- Topic: GTKRadiant, Darkplaces, importing models?
- Replies: 11
- Views: 6465
Re: GTKRadiant, Darkplaces, importing models?
Actually I'd like to know if radiant can be configured to show player.mdl and other entities instead of the box. I use NetRadient but I would imagine it also applys to GTK. If you add model="progs/player.mdl" to the entity def it should show that model in the viewport. Looks something lik...
- Sat Feb 11, 2012 2:23 am
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 12376
Re: removing body parts when shot
Your going to have to work out that math sadly. Work out the offsets from their origin.
- Fri Feb 10, 2012 12:30 am
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 5233
Re: DP_EF_NODEPTHTEST
Ah yea, what about trace-box then?
- Thu Feb 09, 2012 10:10 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 18281
Re: Quake .map format versus .Map 220 format
I am going to have to stand up for World craft here. Out of all the map ed that I have tried, I can't say any of them trump WorldCraft. I will admit that using it for Quake mapping is a pain, (converting texture to wad3 just to place them) but the fact that people go through all this just prove it d...
- Thu Feb 09, 2012 7:41 pm
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 5233
Re: DP_EF_NODEPTHTEST
What about checking with a traceline? I
If it makes it all the way remove the effect otherwise add the effect. Should be able to do it in CSQC too.
If it makes it all the way remove the effect otherwise add the effect. Should be able to do it in CSQC too.
- Thu Feb 09, 2012 6:09 pm
- Forum: Mapping
- Topic: Compiling .map files into common model formats (3DS, FBX)?
- Replies: 5
- Views: 2924
Re: Compiling .map files into common model formats (3DS, FBX
For Noesis you would have to compile it into a .bsp and then convert it. I know there is Proper but its for Source (its a modified compiler that outputs to mdls), I haven't seen a Quake alternative yet. my question is why you would want to? For some interiors making a level in a csg style editors is...
- Fri Jan 27, 2012 8:47 pm
- Forum: QuakeC Programming
- Topic: arrays in quake?
- Replies: 14
- Views: 3459
Re: arrays in quake?
I just used player1 and 2 as an example. All players are entity's and so every entity has that .herp array. You just have to find the entity for that player.
Unless I misunderstood what you meant?
Unless I misunderstood what you meant?
- Fri Jan 27, 2012 6:20 pm
- Forum: QuakeC Programming
- Topic: arrays in quake?
- Replies: 14
- Views: 3459
Re: arrays in quake?
so if i were to use arrays to define stats and inventory it would mean in a multiplayer game since all entities share these fields that each player would carry the same items and have the same stats? if so it seem's arrays would be okay for single player, but what if i wanted to do multiplayer ? ho...
- Thu Jan 26, 2012 8:51 pm
- Forum: QuakeC Programming
- Topic: Savegames as save points are wrong?
- Replies: 23
- Views: 6133
Re: Savegames as save points are wrong?
The demo save system sounds pretty cool.
Would make for a nice game mechanic, having the ability to rewind time and correct your mistakes.
Would make for a nice game mechanic, having the ability to rewind time and correct your mistakes.
- Thu Jan 26, 2012 4:17 am
- Forum: QuakeC Programming
- Topic: arrays in quake?
- Replies: 14
- Views: 3459
Re: arrays in quake?
Can't you test then and see?
I remember reading something about having to wrap them in round brackets in FTEQCC.
I remember reading something about having to wrap them in round brackets in FTEQCC.
- Thu Jan 26, 2012 1:39 am
- Forum: Mapping
- Topic: PSPortal (renamed to Quartal) Mapping competition winners
- Replies: 12
- Views: 4140
- Sun May 15, 2011 3:38 am
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 10178
- Fri May 06, 2011 5:59 pm
- Forum: QuakeC Programming
- Topic: How to set clipbrush to entity?
- Replies: 3
- Views: 1057
- Mon Apr 25, 2011 4:44 am
- Forum: Mapping
- Topic: Worldcraft questions[Brush splitting]
- Replies: 3
- Views: 1568
- Mon Apr 25, 2011 3:36 am
- Forum: Mapping
- Topic: Achieving good speeds on open areas
- Replies: 17
- Views: 6566