additional TE_* types in defs.c ??
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Your best bet would be to actually look at the Target Quake code...
dayfive wrote:a few things i was wondering about,
1) how might you make the disappearing/reappearing brushes like in targetQ?? those were intrinsic to both the megaman x and original series!
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xaGe - Posts: 461
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- Location: Upstate, New York
Cool skin for the player model, dayfive
It looks a bit "rough" on that pic, but I'm sure it'll be fine once seen from a little distance in the scrolling game. And, anyway, you can always refine it later if needed.
As far as appearing/disappearing brushes are concerned, I don't know, but one option could be to have mdl objects and play with transparency and solidity. I tried that once (kind of the thing you want to do, I think, sort of "trick platforms") and it worked ok. Only thing is, once the platform becomes solid again, you want to make sure the player is not caught in between, otherwise he will get "stuck" in the model... I'm sure some better coder here could tell you what to check in terms of size and stuff so that it doesn't happen...
As far as appearing/disappearing brushes are concerned, I don't know, but one option could be to have mdl objects and play with transparency and solidity. I tried that once (kind of the thing you want to do, I think, sort of "trick platforms") and it worked ok. Only thing is, once the platform becomes solid again, you want to make sure the player is not caught in between, otherwise he will get "stuck" in the model... I'm sure some better coder here could tell you what to check in terms of size and stuff so that it doesn't happen...
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CocoT - Posts: 695
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