Search found 19 matches
- Wed Jan 22, 2014 2:37 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Re: Kurok: shivering weapon model
how would i getting started? it would a bit work, as i only want to model 
- Sun Jan 19, 2014 8:52 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Re: Kurok: shivering weapon model
Sry, haven't looked the last week at this forum, so here are the Model files:
http://www18.zippyshare.com/v/18606795/file.html
the zip contains the vshot.mdl and the vnail.mdl (the Pistol and the Rifle)
http://www18.zippyshare.com/v/18606795/file.html
the zip contains the vshot.mdl and the vnail.mdl (the Pistol and the Rifle)
- Mon Jan 06, 2014 7:55 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Re: Kurok: shivering weapon model
@jitspoe:
thanks,
well, it propably is engine dependent. at a closer look, every kurok weapon (even the original one) shivers.
The original ones are further away so, you cant see the shiver that much. but i made them to match the ironsights.
@drm_wayne,
which engine did you use, and/ is it ...
thanks,
well, it propably is engine dependent. at a closer look, every kurok weapon (even the original one) shivers.
The original ones are further away so, you cant see the shiver that much. but i made them to match the ironsights.
@drm_wayne,
which engine did you use, and/ is it ...
- Mon Jan 06, 2014 6:24 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Re: Kurok: shivering weapon model
thanks, didnt knew that 
well, its not realtime captured video, but you get the point:
http://www.pic-upload.de/view-21868231/thats.gif.html
ignore the camera shaking, its just the shivering of the model
well, its not realtime captured video, but you get the point:
http://www.pic-upload.de/view-21868231/thats.gif.html
ignore the camera shaking, its just the shivering of the model
- Mon Jan 06, 2014 6:15 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Re: Kurok: shivering weapon model
sorry, but you cant make a screenshot of the shivering 
unfortunatelly i havent got a recording software.
unfortunatelly i havent got a recording software.
- Mon Jan 06, 2014 6:06 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Re: Kurok: shivering weapon model
first, thank you for the really quick reply.
did it immediately, transformed the texture to 128x128 but still the same shivering.
Even a fresh kurok pak file didnt solved the problem.
Ive got the PSP Street aka E1004, afaik it has equal specs as the phat. (except wifi)
did it immediately, transformed the texture to 128x128 but still the same shivering.
Even a fresh kurok pak file didnt solved the problem.
Ive got the PSP Street aka E1004, afaik it has equal specs as the phat. (except wifi)
- Mon Jan 06, 2014 5:01 pm
- Forum: General Discussion
- Topic: Kurok: shivering weapon model
- Replies: 15
- Views: 6468
Kurok: shivering weapon model
Hi, i do for fun some BF3-stylish weapons for Kurok.
After some finished models( which worked fine on fitzkurok on PC),
i choose to give them a try on the PSP. All of them are between 700 and 900 Tris.
The Texture is 480x something. Exported using Blender's 2.69 latest Quakeforge Exporter ...
After some finished models( which worked fine on fitzkurok on PC),
i choose to give them a try on the PSP. All of them are between 700 and 900 Tris.
The Texture is 480x something. Exported using Blender's 2.69 latest Quakeforge Exporter ...
- Thu Feb 09, 2012 11:15 am
- Forum: General Discussion
- Topic: unused precached files
- Replies: 8
- Views: 2482
unused precached files
in the world.qc i found alot of unused precached files (the quake maps, shareware only things, and weapon models i dont use, also alot of other not needet stuff)
as far as i know, the precached files are loadet, but not needet. So, if i // them out, the usage of ram and CPU will be smaller right?
im ...
as far as i know, the precached files are loadet, but not needet. So, if i // them out, the usage of ram and CPU will be smaller right?
im ...
- Fri Jan 20, 2012 1:03 pm
- Forum: QuakeC Programming
- Topic: place_model in console
- Replies: 3
- Views: 1553
place_model in console
hi there. I've just got one question^^
well, i'd like to ask, if its possible to spawn a model during the game?
at first, it would be nice to know, how its possible to use "place_model" in
the console? Then it would be easy using stuffcmd to place a model.
greetings
well, i'd like to ask, if its possible to spawn a model during the game?
at first, it would be nice to know, how its possible to use "place_model" in
the console? Then it would be easy using stuffcmd to place a model.
greetings
- Tue Jan 17, 2012 8:25 pm
- Forum: CSQC Programming
- Topic: CSQC static camera (updated :))
- Replies: 14
- Views: 6184
Re: CSQC static camera (updated :))
looks really awesome 
ive tried to put it into my mod (addet camera.qc to progs.src; camera.qc and addet the last lines to defs.qc)
but ive just get this error

frikqcc gave no errors
ive tried to put it into my mod (addet camera.qc to progs.src; camera.qc and addet the last lines to defs.qc)
but ive just get this error

frikqcc gave no errors
- Fri Jan 06, 2012 6:12 pm
- Forum: General Discussion
- Topic: PSP performance
- Replies: 24
- Views: 11631
PSP performance
Hi,
ive tried to load more than 2 low poly (600 faces) models on a really simple map (4 walls) using place_model,
but the third model crashes the game. Thats a lil bit confusing, because the 2 models run really smooth, without lags.
ive got a 64mb ram psp. the same result using Kurok and ...
ive tried to load more than 2 low poly (600 faces) models on a really simple map (4 walls) using place_model,
but the third model crashes the game. Thats a lil bit confusing, because the 2 models run really smooth, without lags.
ive got a 64mb ram psp. the same result using Kurok and ...
- Wed Jan 04, 2012 5:46 pm
- Forum: QuakeC Programming
- Topic: choose a random number
- Replies: 7
- Views: 2461
Re: choose a random number
thanks dude :)
EDIT:
well, it aint over -.-
void () randomnr =
{
self.number_random = ftos(random() * 20);
sprint(self, self.number_random);
sprint(self, "\n");
if (self.number_random >= 10 && self.number_random <= 11) {centerprint(self, "yeah, finally it worked!\n");}
}
but it didnt print ...
EDIT:
well, it aint over -.-
void () randomnr =
{
self.number_random = ftos(random() * 20);
sprint(self, self.number_random);
sprint(self, "\n");
if (self.number_random >= 10 && self.number_random <= 11) {centerprint(self, "yeah, finally it worked!\n");}
}
but it didnt print ...
- Wed Jan 04, 2012 10:34 am
- Forum: QuakeC Programming
- Topic: choose a random number
- Replies: 7
- Views: 2461
Re: choose a random number
thanks again
ive compiled everything, errorless, but its still prints a "0".
of course i defined the "s":
local string s;
ive compiled everything, errorless, but its still prints a "0".
of course i defined the "s":
local string s;
- Tue Jan 03, 2012 10:06 am
- Forum: QuakeC Programming
- Topic: choose a random number
- Replies: 7
- Views: 2461
Re: choose a random number
okay, first thank alot it really helped me.
so with randomnr(); i use the script. every step it calculates a number and prints it to me in the console via sprint(self, result);
but, i always get a red "0" as result. Maybe there is anything i have to attent. The only modified part is, where i put ...
so with randomnr(); i use the script. every step it calculates a number and prints it to me in the console via sprint(self, result);
but, i always get a red "0" as result. Maybe there is anything i have to attent. The only modified part is, where i put ...
- Mon Jan 02, 2012 4:20 pm
- Forum: QuakeC Programming
- Topic: choose a random number
- Replies: 7
- Views: 2461
choose a random number
Hi everyone,
im actually modding my quake into a turn based battle system.
the basically source of the turn- based battle i do have allready scripted (less or more...)
but its pretty stupid to use an impulse command or put objects into the map in order to start a battle.
so i decidet to ask if ...
im actually modding my quake into a turn based battle system.
the basically source of the turn- based battle i do have allready scripted (less or more...)
but its pretty stupid to use an impulse command or put objects into the map in order to start a battle.
so i decidet to ask if ...