Search found 11 matches

by Handshakes
Mon Oct 25, 2010 10:23 pm
Forum: Modeling
Topic: IQM and animating on the QC side
Replies: 16
Views: 6932

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).
by Handshakes
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 ...
by Handshakes
Fri Aug 20, 2010 8:28 pm
Forum: Modeling
Topic: Adjusting origins
Replies: 3
Views: 2551

That did the trick! Thanks a million! I never would have guessed that.
by Handshakes
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 ...
by Handshakes
Wed Aug 18, 2010 9:14 pm
Forum: Mapping
Topic: Ambient Lighting
Replies: 4
Views: 3654

I am using that exact thing. Here is what my light.exe log says:

----- Light 1.43 ---- Modified by Bengt Jardrup

File: c:\program files\worldcraft\textures\tst.bsp
Using minlight value 600 from worldspawn
2 entities read, 0 are lights, 40 faces, 0.0M casts

Light: 0.0, Elapsed: 0:00
Light: 100.0 ...
by Handshakes
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 ...
by Handshakes
Mon Aug 16, 2010 10:03 pm
Forum: QuakeC Programming
Topic: Additional animation for player models
Replies: 8
Views: 2433

There could be a smarter way to do this but...

The way I've been tackling this for my project is at the very start of the model's qc file where it defines all the frames, you want to modify the frame order to what they are in your model.

For instance, if your first 5 frames are for running you ...
by Handshakes
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 ...
by Handshakes
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 ...
by Handshakes
Mon May 31, 2010 12:05 am
Forum: QuakeC Programming
Topic: precaching models
Replies: 3
Views: 1438

Sounds like one of a few things:

1: Are you putting the command to precache the code in a function that actually gets called? There's a function in world.qc called worldspawn, which has a list of precaches that will happen when the map loads.


Ah hah! Thanks for the help!

I was using an old ...
by Handshakes
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 ...