Search found 13 matches

by razvanab
Tue Jul 05, 2011 5:59 pm
Forum: Mapping
Topic: Animated static mesh
Replies: 14
Views: 6107

this works as well:


/*QUAKED misc_static_model (0 1 0) (-8 -8 -8) (8 8 8)
Animated sprite or model.
*/
void() misc_static_model =
{
if (!self.model)
{
remove (self);
return;
}

precache_model (self.model);
setmodel (self, self.model);

self.movetype = MOVETYPE_NOCLIP;
self ...
by razvanab
Tue Jul 05, 2011 5:18 pm
Forum: Mapping
Topic: Animated static mesh
Replies: 14
Views: 6107

i don't know how correct this is but is working for me:


/*QUAKED func_model (0 1 0) (-8 -8 -8) (8 8 8)
Animated sprite or model.
*/

void() model_think =
{
self.nextthink = time + 0.1;
self.frame = self.frame + 1;
if (self.frame >= 10)
self.frame = 0;
};

void() func_model =
{
self.solid ...
by razvanab
Tue Jul 05, 2011 3:22 pm
Forum: Mapping
Topic: Animated static mesh
Replies: 14
Views: 6107

i know that
but i was wondering if you can import an animated mesh

for example:

Image
by razvanab
Tue Jul 05, 2011 1:47 pm
Forum: Mapping
Topic: Animated static mesh
Replies: 14
Views: 6107

Animated static mesh

it is possible to import an animated static mesh inside darkplaces ?
by razvanab
Mon Jul 04, 2011 12:48 am
Forum: Mapping
Topic: Mirrors in DirectQ or Darkplaces?
Replies: 6
Views: 3604

For Darkplaces

dp_refract distort r g b
Makes surfaces of this shader refractive with r_water. The refraction replaces the transparency of the texture. distort is used in conjunction with the normalmap to simulate a nonplanar water surface.

here is an example:


textures/test/mirror
{
qer ...
by razvanab
Wed Jun 15, 2011 8:07 pm
Forum: Mapping
Topic: Help for func_particlecube
Replies: 6
Views: 3020

I've found what i need in the Nexuiz entities.def file


/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE
A brush that emits particles.
-------- KEYS --------
mdl: particle effect name from effectinfo.txt
impulse: when positive, number of particles to emit per second; when negative ...
by razvanab
Tue Jun 14, 2011 3:51 pm
Forum: Mapping
Topic: Help for func_particlecube
Replies: 6
Views: 3020

Hello razvanab,

I am new to qc and things, but maybe this is interesting for you.
Maybe it helps to achieve what you want.

If you want to spawn particles, a very good and fully customizable way is to use: DP_SV_POINTPARTICLES
It is also explained in "dpextensions.qc" (just like your mentioned DP ...
by razvanab
Mon Jun 13, 2011 6:35 pm
Forum: Mapping
Topic: Help for func_particlecube
Replies: 6
Views: 3020

so csqc is the only way to add particle effects in maps ?
by razvanab
Mon Jun 13, 2011 5:38 pm
Forum: Mapping
Topic: Help for func_particlecube
Replies: 6
Views: 3020

Help for func_particlecube

Hi

anyone knows how to use func_particlecube in darkplaces ?
it spawn only one type of particle from particlefont.tga....

Thank You
by razvanab
Fri Sep 17, 2010 9:27 pm
Forum: Mapping
Topic: far cry 1 water
Replies: 1
Views: 2385

far cry 1 water

Hi

I want to know if its possible to make the water to look like in the far cry 1 game ?

I am using DP engine...

http://img823.imageshack.us/img823/3843/fcwaterbuble.th.jpg http://img842.imageshack.us/img842/5104/farcryi.th.jpg

http://img684.imageshack.us/img684/7975/farcrylarge.th.jpg http ...
by razvanab
Wed May 14, 2008 7:09 pm
Forum: Modeling
Topic: How to start making own 3d models?
Replies: 11
Views: 9290

Re: How to start making own 3d models?

Hello,
What software to use to make custom 3d characters?

I use Blender. No one here really model characters anymore.


Is there a way to convert a high-poly (7000 vertices) model to low-poly (3500)?
- Most do it by rendering a normal map on a low poly model to retain detail
- It's best to ...
by razvanab
Wed May 14, 2008 5:30 pm
Forum: QuakeC Programming
Topic: md3 models in darkplaces & hud on the left side
Replies: 5
Views: 3456

that was my problem
you must rename the extension too

thank you
by razvanab
Wed May 14, 2008 5:15 pm
Forum: QuakeC Programming
Topic: md3 models in darkplaces & hud on the left side
Replies: 5
Views: 3456

Re: md3 models in darkplaces & hud on the left side

hi!

i've installed some md3 models for darkplaces (gold & silver keys, runes, invisible...)


they all look great, but they dont spin around, like the original models,
is there a way to fix that?


also i want to move my hud from the middle of the screen to the left side!
someone knows how to do ...