Search found 10 matches
- Fri Nov 18, 2011 2:33 pm
- Forum: General Discussion
- Topic: [Request] Q2Ice source
- Replies: 2
- Views: 1139
Re: [Request] Q2Ice source
OK, hope is the last thing to lose.
- Fri Nov 18, 2011 4:46 am
- Forum: General Discussion
- Topic: [Request] Q2Ice source
- Replies: 2
- Views: 1139
[Request] Q2Ice source
I know this is a bit odd request but can someone give me a link or upload somewhere the q2ice source?. Since this project was discontinued long ago I cant find it anywhere on the web, thanks.
- Wed Nov 16, 2011 7:53 am
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 16941
Re: [quake2] overbright models
Thanks Barnes, I will try that and see if that works, I assume those calls are only for weapons, what about npcs, and items? Thanks in advance.
EDIT: That section of the code works for all models I think. A million thanks for the answers, it worked at last .
EDIT: That section of the code works for all models I think. A million thanks for the answers, it worked at last .
- Tue Nov 15, 2011 8:25 pm
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 16941
Re: [quake2] overbright models
@reckless Oh I see, I was reading the tutorial section of the forums and almost all the code is related to Quake1 I think I am near the solution of the problem, I found the following function in Kmquake2 source: /* ================= R_SetVertexOverbrights ================= */ void R_SetVertexOverbri...
- Tue Nov 15, 2011 5:43 pm
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 16941
Re: [quake2] overbright models
The function that controls the textures in bmodels is "void R_DrawInlineBModel (void)"? (found in gl_rsurf.c). Also this forum is about coding Quake engine? or Quake 2 too?. KmQuake2 already implemented overbright in models but since their project and their webpage is dead I cant find how ...
- Tue Nov 15, 2011 7:58 am
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 16941
Re: [quake2] overbright models
Yep, Vic's code only works for BSPs, thanks for the quick responses to both of you I will go to sleep and see if tomorrow I can get something work.
- Tue Nov 15, 2011 7:48 am
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 16941
Re: [quake2] overbright models
I forgot to mention that I took the code from this page "http://www.quakewiki.net/quakesrc/28.html" where Vic coded overbrights for the engine, but sadly there isnt working for models. I already took a look at KMQuake2 source and they changed a lot of stuff to get overbrights on models but...
- Tue Nov 15, 2011 2:11 am
- Forum: OpenGL Programming
- Topic: [quake2] overbright models
- Replies: 18
- Views: 16941
[quake2] overbright models
I already implemented overbright in wals so now the game is a lot brighter without washed up textures, but it seems that the routine to include overbrights in models (like npcs and items or your weapons is different). Can somenone give some advice at this, I am working in the 3.21 source provided by...
- Sat Nov 12, 2011 6:03 pm
- Forum: QuakeC Programming
- Topic: [question] Enabling support for Highres TGA textures
- Replies: 2
- Views: 1038
Re: [question] Enabling support for Highres TGA textures
Oh sorry! thanks for the reminder, and btw I already solved my problem with the tga textures, It was more complex than I initially though it would. Lots of code changes but in the end I could add high res support for my engine.
- Sat Nov 12, 2011 2:24 am
- Forum: QuakeC Programming
- Topic: [question] Enabling support for Highres TGA textures
- Replies: 2
- Views: 1038
[question] Enabling support for Highres TGA textures
I tried almost everything I know in the source to have this implemented but cannot make a tga display correctly scaled. I read the tutorials in the old tutorials page, but still nothing. I need help. So far the only part I got working is in gl_image.c: image_t *GL_FindImage (char *name, imagetype_t ...