Search found 79 matches

by Chris
Mon Oct 27, 2008 11:50 pm
Forum: QuakeC Programming
Topic: Skeletal animation stuff (Darkplaces / FTE type specific)
Replies: 10
Views: 4891

I think Spike you're going overboard into wishlist territory and not even considering implementing a bare bones "play 2 independent animations on one model" kind of thing. Not asking for lerping between looking up and down to determine blending there, simply top body doing one animation bo...
by Chris
Mon Oct 27, 2008 12:25 am
Forum: Engine Programming
Topic: Effects for Sound Effects
Replies: 23
Views: 6733

That would be the idea, providing developers with tools capable of adding it to maps, not enhancing mods / games this engine supports pre-installment of the feature unless its something that is inherent
within the world (like your sound changes underwater).
by Chris
Sun Oct 26, 2008 9:07 am
Forum: QuakeC Programming
Topic: Skeletal animation stuff (Darkplaces / FTE type specific)
Replies: 10
Views: 4891

Skeletal animation stuff (Darkplaces / FTE type specific)

So was thinking since in essence DP and FTE support skeletal meshes (dpm in example) if there is a way to read the bone hierarchy and make certain bones above or below this point perform an animation or rotation seperate from that of the rest of the model. e.g. player's lower body playing run animat...
by Chris
Sun Oct 26, 2008 9:03 am
Forum: Engine Programming
Topic: Effects for Sound Effects
Replies: 23
Views: 6733

Pitch modulation would be fantastic, even Half-Life1 era reverb could add a lot of depth. Can't say I'd hold my breath though until someone convinces LH or another capable dev it is worth their time.
by Chris
Thu Oct 09, 2008 12:58 am
Forum: Modeling
Topic: Align model tags/helpers/etc in DP Models
Replies: 2
Views: 2404

Re: Align model tags/helpers/etc in DP Models

The reason there are gaps is because you're not thinking in model space. The head model there when exported is a meter up from the origin. What you want is tohave all the body parts since they're all relative to the origin to just default at the origin. The way you want to do it you'd have to put al...
by Chris
Fri Aug 29, 2008 10:46 pm
Forum: QuakeC Programming
Topic: My Healpad isn´t working.
Replies: 2
Views: 1097

why are you assigning the health to the healpad?

shouldn't it be other.health = 100; ?

You take the time to check if other isn't a player, you'd think you'd catch yourself on the only other piece of logic in that function :P
by Chris
Wed Aug 27, 2008 10:40 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6206182

Looks good man, your wall climbing stuff is pretty nice, looking forward to see more out of it.
by Chris
Wed Aug 20, 2008 9:17 pm
Forum: General Discussion
Topic: CSQC OBJ reader/writer
Replies: 9
Views: 2093

It would of course be a shared entity. And not every vertex would be a valid particle, only the ones moving the mesh, so 1 for forearm, one for head, etc.
by Chris
Mon Aug 18, 2008 12:12 am
Forum: General Discussion
Topic: CSQC OBJ reader/writer
Replies: 9
Views: 2093

My plan was since obj's support face groups to have predefined group names for constraints of a normal bi pedal body like "left_leg", "right_leg", etc. Then from there have it update the origin to the offset of the particle and do some 3d rotation math so all verts move there. Of...
by Chris
Sat Aug 16, 2008 5:41 pm
Forum: General Discussion
Topic: CSQC OBJ reader/writer
Replies: 9
Views: 2093

updated:

added download for obj source and some test objs / textures / testmap.bsp
by Chris
Sat Aug 16, 2008 8:47 am
Forum: General Discussion
Topic: Quake 2 head on HUD?
Replies: 3
Views: 1455

No what I saw it in was a very early version of Quake2, and the head was 2d like Quake's ranger head. Theres this version with the ranger head: http://www.happypenguin.org/images/frame1.jpg http://www.bluesnews.com/screenshots/q2/quake2-20.jpg http://www.bluesnews.com/screenshots/q2/quake2-05.jpg Bu...
by Chris
Fri Aug 15, 2008 4:59 am
Forum: General Discussion
Topic: CSQC OBJ reader/writer
Replies: 9
Views: 2093

I'll be supporting the vert groups obj has, and from there it'll allow indexing specific parts of items for morphing. the 3d rotation of all verts might get a little tricky but at a minimum do simple morphs on the body, or write it into some sagdoll-esque pseudo constraint system except not having i...
by Chris
Thu Aug 14, 2008 7:16 pm
Forum: Modeling
Topic: HL .mdl to Quake .mdl converter?
Replies: 7
Views: 9285

you can use ms3d to decompile a hl1 mdl into it's original reference and sequence smd files, along with getting the bitmap textures and .qc file to regenerate the mdl. From then import the reference and export how you want, or import the sequence smd's over the reference for the animations. Tools->H...
by Chris
Thu Aug 14, 2008 5:46 am
Forum: General Discussion
Topic: CSQC OBJ reader/writer
Replies: 9
Views: 2093

CSQC OBJ reader/writer

Been whipping together an obj loader in csqc, possibly with some stickphysics get "ragdolls" beyond segmented stuff or other things that involve morphing a model. But mainly just done for fun. Download : http://gameconsortium.com/files/CSQCobjLoader.zip Some pictures (not using textures ye...
by Chris
Sun Aug 10, 2008 10:33 pm
Forum: General Discussion
Topic: Quake 2 head on HUD?
Replies: 3
Views: 1455

Quake 2 head on HUD?

I remember back in the day Quake 2 whether it was a demo, leaked version or something it had on the HUD the head of the quake2 marine and some awesome pain variations and stuff. Has anyone else seen this or have images of it on hand? I know I saw some images before with the quake ranger's head for Q...