Search found 112 matches: vwep

Searched query: vwep

by qbism
Sat Sep 11, 2010 3:45 am
Forum: Programming Tutorials
Topic: Add extension: DP_SV_MODELFLAGS_AS_EFFECTS
Replies: 2
Views: 2133

Add extension: DP_SV_MODELFLAGS_AS_EFFECTS

... them spin around slowly. But vanilla Quake does not provide a way to bestow this rotation on any arbitrary entity from qc. An example would be a vwep model that doubles as a pick-up model. This was my original need, but the idea can be expanded to all model flags with DP_SV_MODELFLAGS_AS_EFFECTS. ...
by qbism
Sat Sep 11, 2010 12:12 am
Forum: Programming Tutorials
Topic: [Tutorial PSP/PC] - DP_SV_NODRAWTOCLIENT & DP_SV_DRAWONL
Replies: 13
Views: 11310

Tutorial worked well, used it to see OrionTF vwep support correctly.

If the engine already has dpextensions, just go to char *pr_extensions[] in pr_cmds.c and add "DP_SV_NODRAWTOCLIENT" and "DP_SV_DRAWONLYTOCLIENT"
by frag.machine
Tue Aug 24, 2010 2:21 pm
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 12514

... float indexa1, float indexa2, string modelb, float indexb1, indexb2); As a modder, I can see a lot of potential for such builtin. Not only for vwep support, but to create random monsters on the fly, or random weapons/artifacts from different parts (great for a RPG-style mod). Of course, welding ...
by Baker
Fri Jun 25, 2010 12:48 am
Forum: Engine Programming
Topic: Fake Vwep Attachment For Q1 MDL
Replies: 4
Views: 1846

Fake Vwep Attachment For Q1 MDL

Frame vertex 182 and 183 are two vertexes in the Q1 player model's non-weapon hand when he is using the axe. Frame vertex 182 is where I'd like to do an attachment test (make him hold a bag or something, hehe). I'm lacking imagination but any ideas on ... 1) how I can get the X, Y, Z values of verte...
by Baker
Mon Jun 14, 2010 11:19 am
Forum: Engine Programming
Topic: Single Player Engine Needs?
Replies: 28
Views: 5386

Single Player Engine Needs?

... to support timed missions with count downs visible to the user. R00k's example qc code appears to suggest this is a ProQuake only feature? 4. Vwep. A universal method using q1 model. The "Feral" mod has an interesting way, but it is QuakeC based attachment. Would allow player and ...
by frag.machine
Tue Apr 27, 2010 7:38 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13680

Can't you just check for the required engine support via DP_CHECKEXTENSION and disable/adapt the vwep ? So the mod could be used in any engine in a transparent way ?
by Trickle
Fri Apr 02, 2010 10:14 pm
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 12514

yeah, I've been busy with irl stuff. I still want vwep to be more vastly used in the quake community
by Junrall
Sun Feb 14, 2010 10:12 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6047604

... .nodrawtoclient. Then you can make the model invisible to the user when he's in first person view. For standard quake, the player will see the vwep. Maybe that won't be bad if the weapon and view_ofs are positioned properly, though. Edit: Though you also have to worry about the effects of lag ...
by Dr. Shadowborg
Sat Feb 13, 2010 4:33 pm
Forum: General Discussion
Topic: [release] Hellsmash Beta 3
Replies: 149
Views: 40576

... Boomstick - iD Software (made from g_shot.mdl, and additional surplus parts of g_shot.mdl) Particle Cannon - Steady (this was actually from the vwep he made for avirox's TF mod I believe, I got permission to make a v_model out of it directly from Steady and avirox) Stakegun - iD Software / Dr. ...
by Wazat
Mon Feb 08, 2010 3:50 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6047604

... .nodrawtoclient. Then you can make the model invisible to the user when he's in first person view. For standard quake, the player will see the vwep. Maybe that won't be bad if the weapon and view_ofs are positioned properly, though. Edit: Though you also have to worry about the effects of lag ...
by Wazat
Sat Feb 06, 2010 8:02 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6047604

... weapon and not the player... hell even use client colors to change the colormap if you wanted. If you're playing first-person, then combine that vwep feature with .viewmodelforclient on a second model. Then you can do the same effects on the player's view weapon, and it looks damn cool. A bright ...
by Baker
Fri Jan 29, 2010 7:58 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6047604

No screenshots, but I have an automatic vwep generator under way. Will probably take 2 weeks [4 weeks if unlucky] to complete since it has to share time with all my other projects. Basically, I have a model loader almost done and I'm going to ...
by Baker
Tue Jan 26, 2010 11:49 pm
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 12514

... take a bit to do. I noticed this player model holds the gun the whole time, if there will be effort into a real mod..I will most definitely make a vwep for it! I've got the same player model where Lardarse renamed all the frames somewhere. Yeah you are right, I'd rather have a GPL gun ... I'll ...
by Trickle
Tue Jan 26, 2010 11:45 pm
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 12514

... take a bit to do. I noticed this player model holds the gun the whole time, if there will be effort into a real mod..I will most definitely make a vwep for it!
by frag.machine
Fri Jan 22, 2010 12:16 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6047604

The Gauss cannon is just fine. But feel free to make a generic sci-fi weapon by your own design if you prefer. As I said, the mod won't have vwep support so is up to you which weapon to add.