Search found 446 matches

by Cobalt
Sun Jan 22, 2012 6:43 am
Forum: QuakeC Programming
Topic: player spawning with mass gravity
Replies: 14
Views: 2726

Re: player spawning with mass gravity

Actually I was thinking about this myself the other day, and dont recall anyone asking about it. What you are wanting is a 'weight' to be added to an entity, depending on the size of the model. I dont think the quake legacy engine has it by default, dunno about darkplaces...but I suppose you could a...
by Cobalt
Sat Jan 21, 2012 7:02 pm
Forum: Artificial Intelligence
Topic: Pedestrians and Patrons
Replies: 5
Views: 10478

Re:

What is path_corner doing anyway? Could bots also use it as supplimental navigation ?
Electro wrote:Have them just roaming around using path_corner and ignoring the player for starters. Then you can worry about doing things
like once you're in range they turn to look at you.
Good luck!
by Cobalt
Mon Jan 16, 2012 8:18 pm
Forum: QuakeC Programming
Topic: Improved airdeath scenes
Replies: 8
Views: 2041

Re: Improved airdeath scenes

True. Im using the legacy / low res model for the time being. I saw Primevil has a new skin for QW, but its 24 bit...and when it comes to modeling and skinning I am a beginner. Tried to import that skin via Quark, and it lets it happen but the colors are corrupted. I guess I need blender or the othe...
by Cobalt
Mon Jan 16, 2012 5:38 pm
Forum: QuakeC Programming
Topic: Improved airdeath scenes
Replies: 8
Views: 2041

Re: Improved airdeath scenes

Easy is always easier..... :D I like doing things that are hard and challenging. Actually splash damage can kill without gibbing.....so that is really the main instance I am seeking to work on. Last night I tried carrying over some vectors to store a new velocity and avelocity in the t_damage () are...
by Cobalt
Mon Jan 16, 2012 3:56 am
Forum: QuakeC Programming
Topic: Improved airdeath scenes
Replies: 8
Views: 2041

Re: Improved airdeath scenes

Ok, guess not too many are interested in this effect. I learned that the playerdie() function determines a random deathscene like this: i = (1 + floor ((random () * 6))); if ((i == 1)) { player_diea1 (); } ...and so fourth for all 6 possible death scenes. There is also code above this that checks fo...
by Cobalt
Sat Oct 29, 2011 8:15 pm
Forum: Engine Programming
Topic: CURL demos?
Replies: 5
Views: 1297

Re: CURL demos?

Hi Spike - Looks like Darkplaces does not offer that....at least in the places I checked. The qrack client has options for browsing demos locally...would be kinda neat if it was also game server related where you could browse through some demos that a server you are connected to has to offer, and wa...
by Cobalt
Sat Oct 29, 2011 3:06 am
Forum: Engine Programming
Topic: CURL demos?
Replies: 5
Views: 1297

Re: CURL demos?

Hmm, yea browser interface is neat idea....you say Spike is already working on somehting? Also, what about a ded server recording .dem files of actual games....sorta like the condebug does by itself? Yea, lots of disk space needed....and I suppose the .dem protocal would need to be changed because I...
by Cobalt
Sat Oct 29, 2011 3:00 am
Forum: QuakeC Programming
Topic: runaway loop...
Replies: 5
Views: 1457

Re: runaway loop...

Is the trace on / trace off debugger used much anymore? Would it help in a case like this? Have never tried using it myself......
by Cobalt
Sat Oct 22, 2011 5:45 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 52079

Re: the technique u use to make a quake mdl

thanks, didnt see that......
qbism wrote:
Cobalt wrote:would be nice if it had a 2x-10x scaler
Change Units from "pixels" to "percent"
by Cobalt
Sat Oct 22, 2011 2:36 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 52079

Re: the technique u use to make a quake mdl

Thanks, finally got it. Gimp is pretty good....would be nice if it had a 2x-10x scaler instead of having to calculate the numbers manually, but good enough. Also, was wondering , and just noticed it now ...the h_player or probably just about any head model is not proportionate to the model / model l...
by Cobalt
Wed Oct 19, 2011 9:20 pm
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 52079

Re: the technique u use to make a quake mdl

Hah, I tried that too, could not locate the freehand select tool.....? What does it look like?
qbism wrote:Freehand copy paste pcx to pcx: Try Gimp, it's a photoshop-like image editor. It will preserve pcx palette order on save.
by Cobalt
Tue Oct 18, 2011 4:50 pm
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 52079

Re: the technique u use to make a quake mdl

Ok, got Qbism, and I re-exported to pcx, and yea, it loads up nice in that program, however there is no freehand select tool. I want to copy some stuff from one skin and paste to another. Could the problem in paint be the 2 files have different palletes? Have you tried to export 24-bit skin to 8-bit...
by Cobalt
Tue Oct 18, 2011 2:35 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 52079

Re: the technique u use to make a quake mdl

I exported from mdl, using I think qme lite and as bmp. I think one of them allows export to pcx, I forget which one. Is it best to use pcx as the format to edit the skin in before reimport? Have you tried to export 24-bit skin to 8-bit pcx before import into Quark? PCX needs to be exact Quake color...
by Cobalt
Mon Oct 17, 2011 9:13 pm
Forum: Engine Programming
Topic: CURL demos?
Replies: 5
Views: 1297

CURL demos?

Not sure if this has been mentioned before, but would it be possible to use the CURL library that is for example, getting pk3 files etc in Darkplaces, to play a demo ? Capability exists to record AVI, OGV, etc, but in some cases recording a demo for a mod or a feature can be extensive resulting in v...
by Cobalt
Sun Oct 16, 2011 1:45 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 52079

Re: the technique u use to make a quake mdl

Got a question on modeling and skins....... Created a bot.mdl from the old player model, and added some new skins that were exported via qme from another player.mdl file. Nahuel told me how to import them in Quark because qme light wont let you. Today I found another skin that I dont want to import,...