Search found 112 matches: vwep

Searched query: vwep

by toneddu2000
Wed Mar 25, 2015 12:12 pm
Forum: CSQC Programming
Topic: Help: CSQC VWEP Options?
Replies: 29
Views: 22135

Re: Help: CSQC VWEP Options?

I was thinking.. maybe, before

Code: Select all

myWeapon.angles = vectoangles(v_forward, v_up);
Add a makevectors, using as paramater your hand bone angles. That should orient correctly your weapon
by toneddu2000
Wed Mar 25, 2015 10:01 am
Forum: CSQC Programming
Topic: Help: CSQC VWEP Options?
Replies: 29
Views: 22135

Re: Help: CSQC VWEP Options?

first of all, thanks for all these csqc models tutorials, really appreciated! For the VWEP part, I humbly think that the only correct method should be be the #1, because #2 is really unefficent: I mean, in this case, you'd have 2 skeletons doing the same thing! I think ...
by OneManClan
Tue Mar 24, 2015 11:12 am
Forum: CSQC Programming
Topic: Help: CSQC VWEP Options?
Replies: 29
Views: 22135

Help: CSQC VWEP Options?

Hi all. [EDIT: 'VWEP' is short for ''visible weapon'. It refers the weapon you see in *other* players hands. I'm not sure if it's the 'standard jargon', because I didn't see any definitions anywhere they have been discussed. More ...
by frag.machine
Fri Apr 11, 2014 2:02 am
Forum: QuakeC Programming
Topic: player shoot and running question
Replies: 12
Views: 3227

Re: player shoot and running question

https://www.youtube.com/watch?v=Uq-jIj058FU

No MOVETYPE_FOLLOW. No vwep or attacks besides the kick, though
by Seven
Sun Feb 23, 2014 8:31 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5893774

Re: What are you working on?

Hello, I was trying to get the vwep (visible player weapon) models to work via qc. The engine I used is DarkPlaces, but the qc code does not need dpextensions. I think it will work with any engine, as it doesnt make use of viewmodelforclient ...
by qbism
Fri Jan 03, 2014 5:38 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 55658

Re: Engoo

... a bunch of effects on. All available vid resolutions worked with proper graphics scaling and fov. Water refraction looks incredible with much less vwep smearing and fps cost than previous build. Reflections should suck fps down to 2 then die but does not. Not much fps hit. Only issue is items popping ...
by qbism
Fri Apr 12, 2013 4:37 pm
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 55658

Re: Engoo

Very cool. Can motion blur be off for vwep? Or is post-process?
by taniwha
Sun Dec 09, 2012 3:49 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5893774

Re: What are you working on?

... etc. Also, I think it was the first time QF's Q2 was compiled for 64 bits. Anyway, it looks like the tools aren't properly separating the vwep from the model. Also, not being able to specify paths just sounds bogus as that seems to have been one of the main points of Q2's format changes ...
by leileilol
Sun Dec 09, 2012 1:36 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5893774

Re: What are you working on?

The IQM pipeline experiment of making vweps along with the player model has proven to be a failure http://leileilol.mancubus.net/crap/chars8.gif Even worse when I can't define skin paths explicitly at any part of it, so I have to drag my PCX's ...
by qbism
Mon Aug 13, 2012 4:49 pm
Forum: General Discussion
Topic: QuakeForge 0.7.0 released.
Replies: 27
Views: 8049

Re: QuakeForge 0.7.0 released.

... mesh that does have a separate material/UV. Just wanted to see how it was handled by default. Typically that would be exported as a separate mdl (vwep), anyway. Blender simply plastered the UV on top of the 'primary' texture (determined by the first UV selected I suppose). It's easy to see how ...
by qbism
Thu Aug 09, 2012 3:30 am
Forum: General Discussion
Topic: QuakeForge 0.7.0 released.
Replies: 27
Views: 8049

Re: QuakeForge 0.7.0 released.

... model. Vweps look weird because they're all on at the same time. This is what it looks like in Blender, and then in Quark after export. Only one vwep was selected for export, and it adopted the image from the first mesh. Normally it would be exported separately, anyway. http://qbism.com/chan/src/13444821388.jpg ...
by qbism
Wed Aug 08, 2012 4:59 pm
Forum: General Discussion
Topic: QuakeForge 0.7.0 released.
Replies: 27
Views: 8049

Re: QuakeForge 0.7.0 released.

... done multiple meshes in Wings3D and MS3D, but they were all mapped onto the same texture. Guessing that doesn't help for exporting a Q3 model + vwep. Regarding export of multiple meshes would CTRL-J work in Blender (join meshes)? So far I can't tell if it "really" combines them or ...
by qbism
Sat May 12, 2012 4:35 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5893774

Re: What are you working on?

leileilol wrote:really overdone muzzleflashes
q1 is very jelly of q3 acurately-located muzzleflashes. Maybe can do w/ vwep mod.
by ceriux
Sat Feb 11, 2012 7:01 am
Forum: QuakeC Programming
Topic: removing body parts when shot
Replies: 54
Views: 12136

Re: removing body parts when shot

it would be cool to see a mod which helps you find cordinants sorta like the one for the vwep mod.
by qbism
Mon Jan 30, 2012 4:24 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 112104

Re: qbismSuper8 builds

Build 53 - runs faster, colored lights (.lits, models, vwep, dynamic) http://qbism.com/nexus/wp-content/uploads/2012/01/qbismS8_0053.zip http://qbism.com/nexus/wp-content/uploads/2012/01/qbS8-idmap-lit18.gif http://qbism.com/nexus/wp-content/uploads/2012/01/qbS8-idmap-lit04.gif ...