Is it possible to add frames (or modify existing ones) to the standard Quake monsters, in another program than QME 3? Like new death sequences etc.? If yes, how can I do it?
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sc2 replays
Search found 24 matches
- Sat Oct 31, 2009 7:26 pm
- Forum: Modeling
- Topic: Possible to add frames?
- Replies: 1
- Views: 2177
- Wed Sep 16, 2009 1:34 pm
- Forum: Engine Programming
- Topic: Hardcoded limits list?
- Replies: 6
- Views: 2366
Hardcoded limits list?
I'd like to know where can I find a list of hardcoded engine limits of Quake? Like the ~500 polys limit for models...
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- Wed Sep 16, 2009 1:30 pm
- Forum: Modeling
- Topic: Mdl decompiler?
- Replies: 2
- Views: 2573
Mdl decompiler?
Is there such a thing? I mean something that takes an animated .mdl file and produces a directory of .3ds frames? That could be useful as I find it easier to modify models in Max.
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Suzuki DR800S
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Suzuki DR800S
- Tue Jul 14, 2009 9:28 am
- Forum: Modeling
- Topic: More colors available for a model?
- Replies: 3
- Views: 2817
- Mon Jul 13, 2009 12:41 pm
- Forum: Modeling
- Topic: More colors available for a model?
- Replies: 3
- Views: 2817
More colors available for a model?
I'm working on a monster's skin and I have the Quake 1 palette file (.pal) loaded in PaintShop Pro. But I need more colors to work with than already are in the Quake palette. How can I add new colors?
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Honda City
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Honda City
- Sat Apr 18, 2009 8:34 pm
- Forum: QuakeC Programming
- Topic: Quake mods sourcecode request
- Replies: 9
- Views: 2706
Thanks!
BTW, in Storm I saw 2 weird file extensions- Quake.inp and Quake.str. The latter seems to be outputted by RED.exe.
What do these do?
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iolite vaporizer
BTW, in Storm I saw 2 weird file extensions- Quake.inp and Quake.str. The latter seems to be outputted by RED.exe.
What do these do?
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iolite vaporizer
- Sat Apr 18, 2009 6:31 am
- Forum: QuakeC Programming
- Topic: Quake mods sourcecode request
- Replies: 9
- Views: 2706
Thanks. And it doesn't have to be commented at all. I think I'll manage.
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AMC Hornet specifications
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AMC Hornet specifications
- Fri Apr 17, 2009 3:58 pm
- Forum: QuakeC Programming
- Topic: Quake mods sourcecode request
- Replies: 9
- Views: 2706
Quake mods sourcecode request
Does MauveBib or anybody have the sourcecode for 2 mods I found on MauveBib's page- Storm and The New War? I liked them very much and I'd REALLY like to learn from them.
Thank you.
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Ferrari 575M Maranello specifications
Thank you.
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Ferrari 575M Maranello specifications
- Fri Apr 17, 2009 1:01 pm
- Forum: Mapping
- Topic: New Quake 1 textures
- Replies: 9
- Views: 5201
- Thu Apr 16, 2009 11:16 am
- Forum: Mapping
- Topic: New Quake 1 textures
- Replies: 9
- Views: 5201
BTW, I understand that Quake's textures aren't in a wad file (file gfx.wad is tiny) but _in the levels themselves_.
How did they do it?
How could _I_ integrate my textures in my levels, so I won't have to distribute the .wad file, too?
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Repsol Honda history
How did they do it?
How could _I_ integrate my textures in my levels, so I won't have to distribute the .wad file, too?
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Repsol Honda history
- Tue Apr 14, 2009 4:19 pm
- Forum: Mapping
- Topic: New Quake 1 textures
- Replies: 9
- Views: 5201
@ Spirit: OK... How do I import them??
BTW I'm using QuArK, could you tell me how to do it in this package?
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vaporizer
BTW I'm using QuArK, could you tell me how to do it in this package?
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vaporizer
- Tue Apr 14, 2009 3:17 pm
- Forum: Mapping
- Topic: New Quake 1 textures
- Replies: 9
- Views: 5201
New Quake 1 textures
I have a folder with new Q1 textures, already converted to the Quake pallette. Now where can I store them to be able to use them in my maps? In what kind of file?
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teen vids
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teen vids
- Fri Apr 10, 2009 7:01 pm
- Forum: QuakeC Programming
- Topic: More weapon slots question
- Replies: 2
- Views: 1365
More weapon slots question
How can I program more weapon slots in QuakeC?
That is, if I press '9' I get the 9th weapon, '0' for the 10th etc. Not like in Dissolution, where they appeared if you pressed a second time one of the existing keys (1-8).
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003
That is, if I press '9' I get the 9th weapon, '0' for the 10th etc. Not like in Dissolution, where they appeared if you pressed a second time one of the existing keys (1-8).
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003
- Wed Apr 08, 2009 9:52 am
- Forum: QuakeC Programming
- Topic: Endscene creation question
- Replies: 6
- Views: 2055
Thanks for the answers, I think I've got it working.
Some other questions:
-What could be the purpose of files "end1.bin" and "end2.bin" in the .pak files? Related to the 2 "finales" (Chthon&Shub)?
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herbalaire
Some other questions:
-What could be the purpose of files "end1.bin" and "end2.bin" in the .pak files? Related to the 2 "finales" (Chthon&Shub)?
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herbalaire
- Tue Apr 07, 2009 7:20 pm
- Forum: QuakeC Programming
- Topic: Endscene creation question
- Replies: 6
- Views: 2055
Endscene creation question
At the end of Quake 1 there is displayed a short cutscene of Shub Niggurath exploding.
Where can I find this event in the end.bsp file (I've opened it in Quark)? And how can I make a similar cutscene of my own?
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Where can I find this event in the end.bsp file (I've opened it in Quark)? And how can I make a similar cutscene of my own?
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