Search found 21 matches
- Wed Jun 24, 2015 10:39 pm
- Forum: Mapping
- Topic: [Tool] Xonotic-Netradiant with added game support nightlies
- Replies: 2
- Views: 3498
Re: [Tool] Xonotic-Netradiant with added game support nightl
He said his patches added support for some image format, WebP. He didn't say much else. He is contributing patches to the git project now.
- Wed Jun 24, 2015 10:05 pm
- Forum: Engine Programming
- Topic: Ambient light (dynamic) in FTEQW
- Replies: 17
- Views: 4092
Re: Ambient light (dynamic) in FTEQW
Hey tone, if you want to render your lightmaps faster you can always use a program like blender to do it externally. Blender will use your GPU to get radiosity and occlusion passes much faster than what q3map2 can do with the CPU alone.
- Wed Jun 24, 2015 4:58 am
- Forum: Engine Programming
- Topic: Ambient light (dynamic) in FTEQW
- Replies: 17
- Views: 4092
Re: Ambient light (dynamic) in FTEQW
Tone and Spoike, what I said before about -keeplights wasn't entirely true. It seems it's a switch that works exclusively in -onlyentities mode, although I feel it should work in the -meta phase, it doesn't seem to want to budge. But anyway, if for whatever reason you still want to include rt lights...
- Tue Jun 23, 2015 4:49 am
- Forum: Mapping
- Topic: [Tool] Xonotic-Netradiant with added game support nightlies
- Replies: 2
- Views: 3498
[Tool] Xonotic-Netradiant with added game support nightlies
Hey guys, this isn't my work, but I thought it was some fairly useful stuff that would otherwise be obscure. http://ingar.satgnu.net/gtkradiant/index.html As you know, the active developers of NetRadiant are now the Xonotic team, but they themselves have not really stepped up to the plate with keepi...
- Wed Jun 10, 2015 8:16 am
- Forum: QuakeC Programming
- Topic: IQM and Animation?
- Replies: 4
- Views: 5526
Re: IQM and Animation?
Thank you guys thats realy helpfull :) hope it will work on my game haha :) Ah okey i got it, so: [Start Frame][Frames in Loop][FPS][Loop] 1 5 10 0 is that right? So Frame 1 have 5 Frames: "1-5" and will Play with 10 FPS and dont Loop, right? framegroups uses a 0 index so frame 1 is reall...
- Wed Jun 10, 2015 7:56 am
- Forum: QuakeC Programming
- Topic: Player shoot and run animations
- Replies: 8
- Views: 5842
Re: Player shoot and run animations
I found bone names in milkshape) And wrote something like this,but animation are still like a shit(like this lol http://www.youtube.com/watch?v=-y93lpCPS3g&feature=youtu.be) void() all_update = { if (self.owner.velocity_x || self.owner.velocity_y) self.frame = 1; else self.frame = 0; self.angle...
- Mon Jun 08, 2015 6:50 am
- Forum: QuakeC Programming
- Topic: Player shoot and run animations
- Replies: 8
- Views: 5842
Re: Player shoot and run animations
Ok,bigthanks, i'll try it. Is there a way to see dpm bones?(program or something else). DPMViewer cant do it( That's a toughie, as I don't use dpm. What modeling package do you use to edit your model? Are you just using standard hl2 models? I think noesis might be able to figure out the bone names ...
- Mon Jun 08, 2015 6:24 am
- Forum: QuakeC Programming
- Topic: Player shoot and run animations
- Replies: 8
- Views: 5842
Re: Player shoot and run animations
Thanks for reply. At this moment i am using dpm(converted half life model in to dpm). I could not find info about tags(how to do it or something else). i didnt know what 3 argument of setattachment can be bone name. Maybe i can get better player model with setattachment function. Tags/bone names ar...
- Mon Jun 08, 2015 5:38 am
- Forum: QuakeC Programming
- Topic: Player shoot and run animations
- Replies: 8
- Views: 5842
Re: Player shoot and run animations
Yeah, unfortunately skeletal objects can only be directly controlled with CSQC, sorry. However, you can make your little trick there look a little neater with setattachment(); it will attach the other half of your model clientside, so everything matches up correctly. Just some quick pseudocode: enti...
- Mon Jun 08, 2015 5:24 am
- Forum: QuakeC Programming
- Topic: FTEQW qc extensions?
- Replies: 4
- Views: 4246
Re: FTEQW qc extensions?
I also wanted to note, you can dump one single defs file with the -Ffte option and use #defines to set what section of the defs file you want to use. For example, in your SSQC, your first QC file will have #define SSQC or #define QWSSQC to indicate SSQC fields. If you also want to use CSQC, just do ...
- Mon Feb 02, 2015 8:33 am
- Forum: QuakeC Programming
- Topic: [FTEQW][FIXED]Particles are being difficult
- Replies: 0
- Views: 24420
[FTEQW][FIXED]Particles are being difficult
[FIXED] Spike is working on it, turns out this is a bug [FIXED2] It's fully working now, just as I have it here. If you're running into trouble, upgrade to the latest build! Hi there, I was trying to get this solved with Spike's help in the irc before, I got a little ways down the road but now I'm s...
- Tue Aug 19, 2014 11:57 pm
- Forum: QuakeC Programming
- Topic: [FIXED]setattachment() makes models huge
- Replies: 0
- Views: 24184
[FIXED]setattachment() makes models huge
FIXED: Grand Master Spike says: "Always apply transforms in your 3D modelling package!" (If you're having the same problem, just apply any scale transforms to your model(Blender: Object->Apply->Scale)) More specifically, my issue is when I use setattachment to attach to a tag(bone) on an I...
- Tue Jun 03, 2014 5:13 am
- Forum: General Discussion
- Topic: main site infected?
- Replies: 64
- Views: 18727
Re: main site infected?
I don't get why people do this kind of stuff, this is such a small website, why are we a target?
leileilol's recommendation of the plugin got me around that stupid redirect, but this is kinda unexpected.
leileilol's recommendation of the plugin got me around that stupid redirect, but this is kinda unexpected.
- Fri May 30, 2014 2:25 am
- Forum: Engine Programming
- Topic: [FTEQW]checkclient(); bulitin returns player only sometimes
- Replies: 7
- Views: 2125
Re: [FTEQW]checkclient(); bulitin returns player only someti
Hey Spike, sorry I took a while to get back to this. I have revision 4669 working, PVS is functioning in q3 maps, but now the enemies are invisible. No idea why.
- Fri May 23, 2014 2:44 am
- Forum: Engine Programming
- Topic: [FTEQW]checkclient(); bulitin returns player only sometimes
- Replies: 7
- Views: 2125
Re: [FTEQW]checkclient(); bulitin returns player only someti
I think its a problem with q2/q3 bsps and pvs. I'm guessing that's what it is, since darkplaces loads the map and PVS seems to be working as intended. I'm not sure if there could be a glitch that's causing self.flags to include FL_NOTARGET, is there some way I could see if it's set? I know how to u...