Search found 208 matches
- Wed Sep 05, 2018 10:36 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
- Mon Sep 03, 2018 7:56 am
- Forum: Artificial Intelligence
- Topic: The AI of Doom (2016)
- Replies: 2
- Views: 14813
Re: The AI of Doom (2016)
Very interesting stuff. Thanks
- Sun Feb 04, 2018 11:05 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
It's just because the original model was rotated.
I think some parameters for scale and rotation would be useful like you said. I'll look into it for version 2.
I think some parameters for scale and rotation would be useful like you said. I'll look into it for version 2.
- Sun Feb 04, 2018 12:38 am
- Forum: Modeling
- Topic: Visible Weapons Help
- Replies: 5
- Views: 14199
Re: Visible Weapons Help
That' because the weapon model don't have front and back sides, like the player. There is no easy fix for that AFAIK. You may try to set all vertices to seam and then set individual triangles to front or back side (I don't know if QME has any way to do this, I would use QuArK 4.07 instead), but pro...
- Sun Feb 04, 2018 12:36 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
I've made a tool to convert two quake models into a single model. This tool works where, for example qME does not, due to correctly supporting the texture coordinates for models that do or do not have backfacing triangles with onseam vertices. Please read the enclosed readme.txt I'd be interested in...
- Wed Jan 03, 2018 8:42 pm
- Forum: QuakeC Programming
- Topic: Untie view model frames from player frames
- Replies: 3
- Views: 6533
Re: Untie view model frames from player frames
You don't have to tie them together, or use frame macros at all.
When I make a scratch mod I just use a new PlayerThink() that sets an appropriate frame for the player, then also updates his weapon frame separately based upon some variable or other.
When I make a scratch mod I just use a new PlayerThink() that sets an appropriate frame for the player, then also updates his weapon frame separately based upon some variable or other.
- Mon Jun 26, 2017 7:15 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
@c0burn: your mod is officially under my radar now. I can see from the debugging prints and AI behaviour in the other videos you've replaced the drunk-like default navigation with something using waypoints. Are these waypoints baked in the qc, or somehow in the map, or just generated dynamically ? ...
- Mon Jun 26, 2017 9:16 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
Its's a mod in slow, slow progress due to real life time constraints. I got bored of working on other things so started knocking together this intro.
- Sun Jun 25, 2017 11:22 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
https://www.youtube.com/watch?v=mD7N6HY ... e=youtu.be
This weekend's toying around since I've had time while I've been sick
This weekend's toying around since I've had time while I've been sick
- Fri Dec 02, 2016 9:33 pm
- Forum: Modeling
- Topic: Visible Weapons Help
- Replies: 5
- Views: 14199
Visible Weapons Help
So - I have the standard player.mdl, and a g_plasma.mdl, and I got into qme, and merge the g_plasma.mdl into player.mdl because I was to animate it on the quakeguy. The vertices get all fecked up, like so: http://i.imgur.com/oLYGSfN.png http://i.imgur.com/bJ54262.png How do I fix this? What other wa...
- Wed Nov 30, 2016 1:11 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
https://www.youtube.com/watch?v=iooijPc7dbY
Still working on my revamped AI, monsters can now use waypoints that have a jump flag set. They won't hesitate to jump down and smash you up.
Still working on my revamped AI, monsters can now use waypoints that have a jump flag set. They won't hesitate to jump down and smash you up.
- Mon Nov 21, 2016 10:00 pm
- Forum: General Discussion
- Topic: Request for an old mod of mine (Mickbot)
- Replies: 1
- Views: 7062
Request for an old mod of mine (Mickbot)
This is a complete shot in the dark... Does anyone have mickbot.zip? I imagine leileilol possibly does, but they've disabled PM's. Thanks in advance if anyone does
- Sun Aug 14, 2016 10:39 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
Neither! It's possible in normal quake but it's very hacky.toneddu2000 wrote:so nice c0burn! csqc? Or engine modification?
- Sat Aug 13, 2016 9:00 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
- Tue Aug 02, 2016 6:16 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130217
Re: What are you working on?
Win+Gtoneddu2000 wrote:Windows 10 has builtin capture? Didn't know that! Wowc0burn wrote:using the inbuilt windows 10 capture