Search found 19 matches

by domis4
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 :P
by domis4
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)
by domis4
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 ...
by domis4
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 :P

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
by domis4
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 :P
unfortunatelly i havent got a recording software.
by domis4
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)
by domis4
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 ...
by domis4
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 ...
by domis4
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
by domis4
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 :D

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

Image

frikqcc gave no errors
by domis4
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 ...
by domis4
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 ...
by domis4
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 :D

ive compiled everything, errorless, but its still prints a "0".

of course i defined the "s":

local string s;
by domis4
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 ...
by domis4
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 ...