I wondered about this as well. I was going to experiment with it when I had a little time off to see how it works.
I'm getting really tired of putting up with Quake mdls and all the bother that goes with them, so iqm sounds great to me (in theory).
Search found 11 matches
- Mon Oct 25, 2010 10:23 pm
- Forum: Modeling
- Topic: IQM and animating on the QC side
- Replies: 16
- Views: 6932
- Sat Sep 25, 2010 1:03 am
- Forum: Modeling
- Topic: Animating for Quake [Need Help]
- Replies: 14
- Views: 5364
I'm not familiar with how good/bad Milkshape's MDL exporter is, but in general for low poly modeling MS is much preferred (by me) over Blender. I used Milkshape 3D all the time back in the Half-Life modding days and it was a relative dream. Meanwhile, Blender is a hot mess of broken features/tools ...
- Fri Aug 20, 2010 8:28 pm
- Forum: Modeling
- Topic: Adjusting origins
- Replies: 3
- Views: 2551
- Thu Aug 19, 2010 4:50 pm
- Forum: Modeling
- Topic: Adjusting origins
- Replies: 3
- Views: 2551
Adjusting origins
I'm trying to get my custom baddies to stop putting their feet through the floor ;).
Is there an easy way to adjust the origin of a model, preferably from the qc file? I tried changing $origin but the changes do nothing. I could always go back into blender and move the model by hand, but that is ...
Is there an easy way to adjust the origin of a model, preferably from the qc file? I tried changing $origin but the changes do nothing. I could always go back into blender and move the model by hand, but that is ...
- Wed Aug 18, 2010 9:14 pm
- Forum: Mapping
- Topic: Ambient Lighting
- Replies: 4
- Views: 3654
- Wed Aug 18, 2010 6:16 pm
- Forum: Mapping
- Topic: Ambient Lighting
- Replies: 4
- Views: 3654
Ambient Lighting
Quake supports this, right? I can't get it to work.
I go into Worldcraft and go Map > Map Properties > Ambient Light and change it to something high, but the map will still be pitch black when I run it. What gives?
I've had to resort to lighting my map with individual light entities, but it looks ...
I go into Worldcraft and go Map > Map Properties > Ambient Light and change it to something high, but the map will still be pitch black when I run it. What gives?
I've had to resort to lighting my map with individual light entities, but it looks ...
- Mon Aug 16, 2010 10:03 pm
- Forum: QuakeC Programming
- Topic: Additional animation for player models
- Replies: 8
- Views: 2433
- Wed Jul 28, 2010 11:19 pm
- Forum: Mapping
- Topic: Worldcraft Woes
- Replies: 7
- Views: 3883
Re: Worldcraft Woes
Thanks for the helps!
After much tinkering, and violent cursing, the problem is fixed. How? I have no idea. The lighting just started working again. The problem left just as mysteriously as it appeared.
All my rooms were made with the default stone wall looking texture, and as soon as I added a ...
After much tinkering, and violent cursing, the problem is fixed. How? I have no idea. The lighting just started working again. The problem left just as mysteriously as it appeared.
All my rooms were made with the default stone wall looking texture, and as soon as I added a ...
- Fri Jul 23, 2010 4:26 pm
- Forum: Mapping
- Topic: Worldcraft Woes
- Replies: 7
- Views: 3883
Worldcraft Woes
I'm about ready to tear my hair out on this one. Maybe you folks can set me straight.
I'm using Worldcraft to make the maps for my Quake mod. I downloaded and installed it from http://quakeone.com/qadapter/, and I ran through some beginner tutorials and everything was working great. Then, out of ...
I'm using Worldcraft to make the maps for my Quake mod. I downloaded and installed it from http://quakeone.com/qadapter/, and I ran through some beginner tutorials and everything was working great. Then, out of ...
- Mon May 31, 2010 12:05 am
- Forum: QuakeC Programming
- Topic: precaching models
- Replies: 3
- Views: 1438
- Sun May 30, 2010 7:01 pm
- Forum: QuakeC Programming
- Topic: precaching models
- Replies: 3
- Views: 1438
precaching models
Hi all!
So I've made a new weapon and weapon model and I can get it into the game like nobody's business. However, whenever I pull up the weapon in-game DP (via the console) tells me that I haven't precache'd the weapon and I should fix my code.
The thing is, I thought I precache'd the hell out of ...
So I've made a new weapon and weapon model and I can get it into the game like nobody's business. However, whenever I pull up the weapon in-game DP (via the console) tells me that I haven't precache'd the weapon and I should fix my code.
The thing is, I thought I precache'd the hell out of ...