Search found 66 matches

by Arkage
Tue Sep 18, 2012 9:27 pm
Forum: Mapping
Topic: GTKRadiant, Darkplaces, importing models?
Replies: 11
Views: 6395

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...
by Arkage
Sat Feb 11, 2012 2:23 am
Forum: QuakeC Programming
Topic: removing body parts when shot
Replies: 54
Views: 12245

Re: removing body parts when shot

Your going to have to work out that math sadly. Work out the offsets from their origin.
by Arkage
Fri Feb 10, 2012 12:30 am
Forum: QuakeC Programming
Topic: DP_EF_NODEPTHTEST
Replies: 20
Views: 5163

Re: DP_EF_NODEPTHTEST

Ah yea, what about trace-box then?
by Arkage
Thu Feb 09, 2012 10:10 pm
Forum: Mapping
Topic: Quake .map format versus .Map 220 format
Replies: 25
Views: 16266

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...
by Arkage
Thu Feb 09, 2012 7:41 pm
Forum: QuakeC Programming
Topic: DP_EF_NODEPTHTEST
Replies: 20
Views: 5163

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.
by Arkage
Thu Feb 09, 2012 6:09 pm
Forum: Mapping
Topic: Compiling .map files into common model formats (3DS, FBX)?
Replies: 5
Views: 2890

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...
by Arkage
Fri Jan 27, 2012 8:47 pm
Forum: QuakeC Programming
Topic: arrays in quake?
Replies: 14
Views: 3420

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?
by Arkage
Fri Jan 27, 2012 6:20 pm
Forum: QuakeC Programming
Topic: arrays in quake?
Replies: 14
Views: 3420

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...
by Arkage
Thu Jan 26, 2012 8:51 pm
Forum: QuakeC Programming
Topic: Savegames as save points are wrong?
Replies: 23
Views: 6084

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. :D
by Arkage
Thu Jan 26, 2012 4:17 am
Forum: QuakeC Programming
Topic: arrays in quake?
Replies: 14
Views: 3420

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.
by Arkage
Sun May 15, 2011 3:38 am
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 8843

The limits a 100000 on the psp.
If you want to bump it up its line 372 ish in pr_exec.c.
by Arkage
Fri May 06, 2011 5:59 pm
Forum: QuakeC Programming
Topic: How to set clipbrush to entity?
Replies: 3
Views: 1042

Use a texture thats transparent?
or if you want it done in the qc you could just spawn an ent, set its size to what you want, its solid type to solid_bbox, give it a dummy model and set its owner to world and then it should have collisions and not be visable.
by Arkage
Mon Apr 25, 2011 4:44 am
Forum: Mapping
Topic: Worldcraft questions[Brush splitting]
Replies: 3
Views: 1539

r_showtris 1 in dp.
by Arkage
Mon Apr 25, 2011 3:36 am
Forum: Mapping
Topic: Achieving good speeds on open areas
Replies: 17
Views: 6425

If you where to make a new engine, I wouldnt use qc :S .