Search found 578 matches

by Chip
Wed Jun 20, 2012 7:13 am
Forum: Modeling
Topic: Animating a shotgun... need help
Replies: 8
Views: 9064

Re: Animating a shotgun... need help

goldenboy wrote:http://spawnhost.files.wordpress.com/2012/06/shotty.png

Got it rigged. I'll make the handle move automatically.

It's late though. More soon.
Hey thanks.
Looking forward to see it in action.
by Chip
Tue Jun 12, 2012 12:22 pm
Forum: Modeling
Topic: Animating a shotgun... need help
Replies: 8
Views: 9064

Re: Animating a shotgun... need help

goldenboy wrote:OK, send me the blend file.

Should the cocking handle move by itself after shooting?
Hmmm, I don't know. Taking into account there are no visible hands, I'm not sure. What do you think?

Also, PM sent.
by Chip
Mon Jun 11, 2012 10:42 am
Forum: Modeling
Topic: Animating a shotgun... need help
Replies: 8
Views: 9064

Re: Animating a shotgun... need help

Hey gb. Yes, I need firing animation. Reloading will be done by hiding (lowering) the weapon, playing a sound and raising it again. Alignment should be to the right, but that's fixable from inside the engine (or QuakeC). In conclusion, all I need is a firing animation, probably 10, 12 frames, and lo...
by Chip
Sun Jun 10, 2012 10:07 am
Forum: Modeling
Topic: Animating a shotgun... need help
Replies: 8
Views: 9064

Animating a shotgun... need help

I have shotgun in .blend format and .obj format with texture. I need it animated for a Quake mod. I don't do 3D animation, so I need to ask, could anyone help me with this? I need it for use with Darkplaces, so it should be .md3 format. http://i908.photobucket.com/albums/ac281/butterflymedia/shotgun...
by Chip
Sun Jun 10, 2012 9:52 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121204

Re: What are you working on?

goldenboy wrote:I am working on a new single-player game set in the world of Quake. You can read more about it here.

http://spawnhost.wordpress.com/2012/06/09/scouts-story/
Yep, read the article. Looking forward to see first concepts or first screens.
by Chip
Tue May 29, 2012 9:37 am
Forum: Mapping
Topic: Optimizing a large q3bsp with fog
Replies: 7
Views: 4017

Re: Optimizing a large q3bsp with fog

Nahuel wrote:@Chip
What about your custom darkplaces?
The q3bsp code is the same as the normal Darkplaces, so no change here.
by Chip
Sat May 26, 2012 6:54 pm
Forum: Mapping
Topic: Optimizing a large q3bsp with fog
Replies: 7
Views: 4017

Re: Optimizing a large q3bsp with fog

Is it outdoors or indoors? outdoors!! That's what I feared! :) I don't think there's anything you can do. 1. Keep your texture size small (no more than 256x256) 2. Optimize your brushes (do not overlap them) 3. Use -meta in BSP stage Look at these huge maps - http://mxl.cz/q3maps (Zastávka and Scho...
by Chip
Sat May 26, 2012 3:40 pm
Forum: Mapping
Topic: Optimizing a large q3bsp with fog
Replies: 7
Views: 4017

Re: Optimizing a large q3bsp with fog

Is it outdoors or indoors?
by Chip
Fri May 18, 2012 8:16 am
Forum: Mapping
Topic: sun light in DP
Replies: 15
Views: 6922

Re: sun light in DP

This is Darkplaces Engine. And this seems to be dynamic! How they did this?! :shock: I'd be happy with just the smooth transition between day/night skyboxes. How can I get this in DP ? Shaders ? I did a sun once using shaders and q3bsp and Q3Map2 in DP. But it was not moving. I also read (don't rem...
by Chip
Fri May 11, 2012 7:26 pm
Forum: General Discussion
Topic: Fileplanet closing down, archival in progress
Replies: 33
Views: 33240

Re: Fileplanet closing down, archival in progress

I'd like to help on this and archive the Quake related stuff, but I don't have that much space available.

I could use Amazon to host files as the costs are fairly small. How do I get the Quake files? Where is that nice directory structure? I don't use Linux.
by Chip
Fri May 04, 2012 1:23 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121204

Re: What are you working on?

What I have removed is mod support, CD audio support, demo support, video capture and many other useless functions Useless :P Seems like you're removing more than you're adding... I don't want to add stuff yet. I need to make it usable for my purpose only . There are some things already sketched, a...
by Chip
Fri May 04, 2012 6:07 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121204

Re: What are you working on?

chip im really excited about your engine, i know your going for a not so feature rich version of dp. but what kind of features WILL your engine support? Hey @ceriux, the features are there (bumpmapping, normal mapping, soft shadows, a trimmed down version of HDR, shaders and everything else). What ...
by Chip
Thu May 03, 2012 3:54 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121204

Re: What are you working on?

let's talk about that! :) How much is "high poly" for you? For me, in 2012, high poly is a scene with 200.000/500.000 tris (not polys) at time. How much tris can handle DP or FTE(not stock Quake) per scene? This really interests me Well, I'm testing my engine on a low-end notebook. The hi...
by Chip
Thu May 03, 2012 2:28 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121204

Re: What are you working on?

@ Chip: very nice map props! I'd like to see them textured, anyway! (the tower slows down rendering, probably because of the polycount - I'll have to optimize the OBJ loader) really? the tower doesn't seem so high poly! How may tris could be? 2000?4000? They were textured at some point, but then de...
by Chip
Thu Apr 26, 2012 4:37 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121204

Re: What are you working on?

goldenboy wrote:Chip; very nice, try posting that at mapcore wip thread to get better advice!

Will do GB! When I get back from my holiday!