Search found 79 matches
- Sat Aug 02, 2008 3:29 pm
- Forum: General Discussion
- Topic: Shared entities slightly simplified
- Replies: 2
- Views: 1110
Shared entities slightly simplified
Shared entities and CSQC in general can be difficult to tackle all at once. Past couple hours I decided to have a go at making a slightly more automated way of sending and receiving shared entities http://gameconsortium.com/files/SharedEntStuff_Alpha002.zip update: Added shared_FirstPersonWeapon and...
- Tue Jul 29, 2008 10:48 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6236665
- Thu Apr 17, 2008 8:11 pm
- Forum: General Discussion
- Topic: Defeat In Detail 2
- Replies: 47
- Views: 14012
Absolutely. If your cursor was csqc, it'd be a lot easier to do huds, but managing the units is a lot harder then, as you need to make them shared, and basicly code all the stuff yourself whcih prydoncursor does for you. I'm doing it the hard way, using csqc all the way, and I can tell you it's no ...
- Mon Apr 14, 2008 11:57 pm
- Forum: QuakeC Programming
- Topic: Coding a scripting language in QC
- Replies: 17
- Views: 5845
- Tue Mar 25, 2008 1:47 am
- Forum: General Discussion
- Topic: The Hunted
- Replies: 9
- Views: 2482
- Sun Mar 23, 2008 8:57 pm
- Forum: General Discussion
- Topic: The Hunted
- Replies: 9
- Views: 2482
StudioMDX
http://www.fileplanet.com/dl.aspx?/plan ... diomdx.zip
can convert from md2 to mdl.
Also Milkshape3d has an mdl exporter and can import md2's but not their animations.
http://chumbalum.swissquake.ch/
http://www.fileplanet.com/dl.aspx?/plan ... diomdx.zip
can convert from md2 to mdl.
Also Milkshape3d has an mdl exporter and can import md2's but not their animations.
http://chumbalum.swissquake.ch/
- Wed Mar 19, 2008 12:18 am
- Forum: General Discussion
- Topic: The Hunted
- Replies: 9
- Views: 2482
- Sat Feb 23, 2008 4:56 am
- Forum: QuakeC Programming
- Topic: Inventory middleware stuffs
- Replies: 21
- Views: 14125
Ok! Here it is, still a little rough around the edges however is a starting base, I'll continue to extend it and improve on ease of implementation into other projects and encapsulation. http://gameconsortium.com/files/InventoryB1.zip Press N to spawn Yellow Armor item into inventory, and TAB to togg...
- Sun Feb 17, 2008 10:03 pm
- Forum: QuakeC Programming
- Topic: Inventory middleware stuffs
- Replies: 21
- Views: 14125
Inventory middleware stuffs
so I'm working on this inventory system that should eventually be able to interface with most qc projects and requires csqc to run, and fteqcc to compile (array and preprocessor function specifics) I suppose I'll use this thread to post some wip's and the source as I keep making iterations on it. ht...
- Sat Jan 26, 2008 9:32 pm
- Forum: General Discussion
- Topic: The Hunted
- Replies: 9
- Views: 2482
The Hunted
Hi I suppose I just wanted to show some stuff I am working on using the Darkplaces engine. I have been working on The Hunted Chronicles which is a singleplayer game to tie up the last two I made under the same name. I suppose I just felt like there wasn't a whole lot of videos about and if its okay ...
- Tue Dec 11, 2007 11:43 am
- Forum: General Discussion
- Topic: Pretty water!
- Replies: 80
- Views: 75790
To Chris: there's a separate shader value which enables the proper water look, fresnel effect to be exact. What you'd do there if you enabled both reflect and refract is like enabling a mirror and a bumpy window at the same time, not very water-looking. I don't know what the value is called, possib...
- Mon Dec 10, 2007 4:59 pm
- Forum: Mapping
- Topic: Mapping in Darkplaces engine
- Replies: 10
- Views: 7560
MD3 is a nice format, but DPM is the most superior. Mainly due to it's smaller size and every joint on a dpm model is also a tag, whereas md3 you have to specify using a polygon and have a tag_* header I think. DPM animates in qc on a frame to frame basis (like most others), only model format DP sup...
- Fri Nov 02, 2007 11:01 am
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 34297
What you're doing there is determining how to turn the door based on the origin you predefined in the map editor, but not actually changing the origin of the brush door itself. If the way you're thinking works (Not quite sure) you could simply set the origin at the end of the func_door_rotating to i...
- Fri Nov 02, 2007 12:34 am
- Forum: QuakeC Programming
- Topic: [DP] Bumpy movement problem
- Replies: 6
- Views: 3217