Is this not possible? I can't seem to use tags in first person. When I spawn an entity on a tag for MD3 in first person, it goes straight to world '0 0 0'.
Am I trying to do something not possible, or how do I do it?
Search found 514 matches
- Sun Jul 29, 2012 9:53 am
- Forum: QuakeC Programming
- Topic: Darkplaces setattachment in First Person?
- Replies: 2
- Views: 1871
- Thu Jul 26, 2012 9:21 pm
- Forum: QuakeC Programming
- Topic: Best way to code MD3 animations?
- Replies: 8
- Views: 2596
Re: Best way to code MD3 animations?
Yea I agree that it would. I appreciate your help guys! If you have any other recources that may help me, I'd much appreciate it. I need to get a grasp on CSQC. I also found these while browsing the forums. //Rockets CSQC http://qexpo.tastyspleen.net/booth.php?id=165&page=317 //CSQC info http://...
- Thu Jul 26, 2012 7:19 pm
- Forum: QuakeC Programming
- Topic: Best way to code MD3 animations?
- Replies: 8
- Views: 2596
Re: Best way to code MD3 animations?
Sorry for being so noobish regarding CSQC, but could you show me an example of how I might go upon multiple animations? I don't even know where to start haha.
- Thu Jul 26, 2012 5:26 pm
- Forum: QuakeC Programming
- Topic: Best way to code MD3 animations?
- Replies: 8
- Views: 2596
Best way to code MD3 animations?
I have been trying alot of different ways trying to code 2 different body parts playing animations together, but most of it has been sloppy or not worked. My biggest problem is that the 2 animations (torso and legs) don't like to play at the same time. It's an either or thing. So what is the best wa...
- Tue Jun 19, 2012 11:40 pm
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Re: Using IQM? [Darkplaces]
I added more loops as demonstrated, and nothing changed... I don't know what else I can do to fix that. When I export in MDL, I don't get that issue, and I don't have any messed up mesh in Blender. Its all perfect.
- Tue Jun 19, 2012 11:15 pm
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Re: Using IQM? [Darkplaces]
Hers another image to clarify
I will try out what you said and see where that takes me.
I will try out what you said and see where that takes me.
- Tue Jun 19, 2012 12:28 am
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Re: Using IQM? [Darkplaces]
Thank you very much for you tutorial! It helped me with most of my issues and I have gotten a great understanding of the format. I recommend it to anyone getting into IQM. But I have an issue. I managed to get the animations and all, except my character is super deformed with the animations. http://...
- Sun Jun 17, 2012 3:04 am
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Re: Using IQM? [Darkplaces]
I have it mostly done and in-game (Had to update my engine source). I figured out how to apply the texture to an IQM (Its the name of the texture that's applied as the UV. You stick it in the textures folder in darkplaces.) But now I am faced with a couple more problems. How can I export animations ...
- Sat Jun 16, 2012 8:16 pm
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
- Sat Jun 16, 2012 5:06 pm
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Re: Using IQM? [Darkplaces]
I could be wrong, but I am pretty sure I downloaded the Darkplaces 6 hour autobuild. I will redownload and try again. I may have gotten it mixed up with the stable darkplaces which may be old.
- Fri Jun 15, 2012 9:38 pm
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Re: Using IQM? [Darkplaces]
I loaded an IQM in darkplaces, and I got an error message. It says only version 0 models are supported. What does that mean?
- Fri Jun 15, 2012 8:18 pm
- Forum: QuakeC Programming
- Topic: Using IQM? [Darkplaces]
- Replies: 18
- Views: 5411
Using IQM? [Darkplaces]
Alright I would really appreciate help in this department... I have been wanting to use iqm models for a very long time now, and for the life of me, I can't figure it out. I don't even know where to start to spawn a model in QC using IQM.. Nor do I know how to control or identify bones. Also, I woul...
- Fri Jun 15, 2012 7:56 pm
- Forum: QuakeC Programming
- Topic: Using ODE physics? [Darkplaces]
- Replies: 2
- Views: 2002
Re: Using ODE physics? [Darkplaces]
Hey thanks! I think all I needed was the .dll file. I wasn't aware that It was necessary. And no problem! Glad someone appreciated those videos(Though an incomplete series).
- Thu Jun 14, 2012 10:39 pm
- Forum: QuakeC Programming
- Topic: Using ODE physics? [Darkplaces]
- Replies: 2
- Views: 2002
Using ODE physics? [Darkplaces]
I am just experimenting with ODE and trying to get the physics to actually work, but I can't seem to get a start on it. I set the cvar "ode_physics" to 1, and I wrote this code in the impulse commands. case 13: //Utilize a traceline makevectors (self.v_angle); vector source; source = self....
- Sat Feb 11, 2012 5:27 pm
- Forum: QuakeC Programming
- Topic: QuakeC contract work (Kot-in-Action hiring)
- Replies: 30
- Views: 11918
Re: QuakeC contract work (Kot-in-Action hiring)
How Qualified of a QC programmer are you looking at? I have completely coded Augustine's menu from scratch, but not in QC. It's all done engine-side.
Depending on how complex of things you are looking at, I may be able to help.
Depending on how complex of things you are looking at, I may be able to help.