Search found 559 matches

by ajay
Mon Aug 18, 2014 1:24 pm
Forum: Mapping
Topic: Quick Guide: q1 map to q3 bsp
Replies: 4
Views: 5482

Re: Quick Guide: q1 map to q3 bsp

Brilliant, thank you, very informative
by ajay
Sat Jul 26, 2014 9:51 am
Forum: Mapping
Topic: Absolute Beginners guide to using shaders
Replies: 15
Views: 18441

Re: Absolute Beginners guide to using shaders

That's excellent, thank you very much
by ajay
Wed Jul 23, 2014 12:11 pm
Forum: Mapping
Topic: Absolute Beginners guide to using shaders
Replies: 15
Views: 18441

Re: Absolute Beginners guide to using shaders

Nahuel, that's really helpful. If you could post an english version of that tut, it would be great. I'm terrible (it's an age thing ;) ) in learning new stuff, once I get it, I'm fine, but anything outside of my current knowledge needs a lot of guidance ;) Thanks again.
by ajay
Sun Jul 20, 2014 4:59 pm
Forum: Mapping
Topic: Absolute Beginners guide to using shaders
Replies: 15
Views: 18441

Re: Absolute Beginners guide to using shaders

I see, thanks. Therefore... can q1 maps be compiled with q3map2 "as is" or is there much work required? I guess some entities or brush functionality would be lost. Also, static entities; do you mean sprites? Sorry for questions, ajay.
by ajay
Sun Jul 20, 2014 2:36 pm
Forum: Mapping
Topic: Absolute Beginners guide to using shaders
Replies: 15
Views: 18441

Re: Absolute Beginners guide to using shaders

Cheers Spike; so it won't work like the shader for water, which is a shame. Is there a grass shader that does work with quake tools, rather than q3?
by ajay
Mon Jun 30, 2014 8:29 pm
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 12236

Re: Possible Darkplaces bug ?

Hi Just a quick note to say that the newest build 13052104 is showing a lot of "flickering" brushes, they'll disappear as you move round the map, it's worse with flickering lights near the brushes, but doesn't happen only with them. Went back to the previous build and it went away. Happy t...
by ajay
Mon Jun 30, 2014 12:02 pm
Forum: Mapping
Topic: Absolute Beginners guide to using shaders
Replies: 15
Views: 18441

Re: Absolute Beginners guide to using shaders

Hi trying to get a Quake 3 grass shader working in Darkplaces, did a quick forum search and came up with this thread. Anyway, the grass isn't working, before I do more digging and tweaking, a couple of basic questions: 1) Can darkplaces use .obj models (the shader uses one as the q3map_surfaceModel)...
by ajay
Sun Feb 16, 2014 1:50 pm
Forum: General Discussion
Topic: new mapping tool? jackhammer?
Replies: 15
Views: 8279

Re: new mapping tool? jackhammer?

Just that I had some issues when exporting to map with WC3.3. Just used Jackhammer though, exports and then compiles perfectly, displays all the map and entities with no issues (once I increased world size as you pointed out) and is similar enough to WC that I don't really have to learn new techniqu...
by ajay
Sat Feb 15, 2014 7:52 pm
Forum: General Discussion
Topic: new mapping tool? jackhammer?
Replies: 15
Views: 8279

Re: new mapping tool? jackhammer?

What .map version does it save to? Is it the same as WC 3.3, as that can be problematic...
by ajay
Sat Feb 15, 2014 11:22 am
Forum: Modeling
Topic: Scary needed
Replies: 10
Views: 7905

Scary needed

Been playing around with shambler code to try to make it scarier, more intelligent and generally raise the tension. The problem, apart from getting the coding right, is that the model isn't very scary. It's great when moving slowly and close up, but when it's chasing the player it looks a bit waddli...
by ajay
Fri Feb 14, 2014 6:36 pm
Forum: Mapping
Topic: sea effect in DP
Replies: 15
Views: 10415

Re: sea effect in DP

Re limiting the player's range, could you not create a current/tide effect, possibly using push brushes to stop the player swimming out further than you want? Further: or use them as like an undertow to effectively drown the player if they venture too far - less an invisible wall as an act of nature...
by ajay
Sat Jan 25, 2014 8:35 pm
Forum: QuakeC Programming
Topic: Playing with monster hunting player
Replies: 1
Views: 2139

Playing with monster hunting player

I'm basically tinkering with Find Target. The objectives are to do the following; on finding an enemy (the player) the monster does some checks before being able to pursue it. 1. Is it behind a wall (does the monster have line of sight) if no, then go after it, if yes, then check 2. 2. Is the player...
by ajay
Thu Jan 23, 2014 11:34 pm
Forum: Gameplay & Design
Topic: Sprint - stamina
Replies: 3
Views: 4912

Sprint - stamina

I've (shockingly all by myself!) coded in a sprint system where you can sprint for 15 seconds, after which you're returned to a walking pace. While not sprinting you recover (at 1 second of potential sprinting time every 5 seconds) back up to your maximum. The walking pace in the game is quite slow ...
by ajay
Thu Jan 23, 2014 6:57 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6066823

Re: What are you working on?

Have cobbled together a basic flowchart to help me get a handle on coding the monster "ai" code, see it here: http://earthquakemod.wordpress.com/2014/01/23/23_01_2014/ - it may not be acheivable (by me), or the best way to go about it, but it's a starting point. sock Is it ok to decompile ...
by ajay
Thu Jan 23, 2014 2:14 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 20252

Re: [FTE][in production] Scout's Journey

Love the floor in the 8th shot down; very realistic, imo the most realistic I've seen in a Quake engine game.