Search found 446 matches
- 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...
- 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!
- 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...
- 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...
- 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...
- 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...
- 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...
- 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......
- 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:Change Units from "pixels" to "percent"Cobalt wrote:would be nice if it had a 2x-10x scaler
- 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...
- 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.
- 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...
- 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...
- 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...
- 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,...