Search found 10 matches

by enki
Sun Dec 19, 2010 12:52 am
Forum: Modeling
Topic: Quake 1 --> HL model?
Replies: 3
Views: 2448

I kinda sorta have it figured out, it no longer crashes - but the Texture Coordinate Editor portion of the program is an absolute trainwreck.
by enki
Sat Dec 18, 2010 6:40 am
Forum: Modeling
Topic: Quake 1 --> HL model?
Replies: 3
Views: 2448

Quake 1 --> HL model?

Can someone give me a rundown of the right way to convert an item model from Quake to HL1? I seem to be having some problems getting it done in Milkshape and trying to compile the .qc with studiomdl.exe ... it's crashing either way (yes my skin is 256 colors and right size etc). For informational pu...
by enki
Tue Nov 23, 2010 4:58 pm
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

Alright, I've had time to sleep on it. Urre, r00k, you're right... it doesn't seem right to keep picking them up unnecessarily. Again, I can't thank you guys enough. I've gotten about 2/3 of this mod done without having to ask for help, but there are things I just can't wrap my brain around sometime...
by enki
Tue Nov 23, 2010 8:27 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

Yes because you add the armor before that check, which is obviously a good way to combine adding the armor plus limiting it to a maximum of 250. But right now it will make shards disappear even if you're maxed out, so it depends on how you want that to work. Them disappearing no matter what is inco...
by enki
Tue Nov 23, 2010 7:18 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

gnounc wrote:change

Code: Select all

  
 if (other.armorvalue > 250)
   other.armorvalue = 250; 
to

Code: Select all

  
 if (other.armorvalue > 250)
return;
[/code]
That should work, but resumes picking up the shards and adding to the count in excess of 250 :)
by enki
Tue Nov 23, 2010 7:06 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

Booya. Thanks gentlemen. This will work nicely: void() shard_touch = { if (other.health <= 0) return; if (other.classname != "player") return; other.armorvalue = other.armorvalue + self.armorvalue; // this will also allow green and yellow armor to grow beyond normal limits. if (other.armor...
by enki
Tue Nov 23, 2010 6:51 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

Lemme edit this a bit... no idea if it will work... just compiling in my head ;) You dont even need IT_SHARD actually... shard.qc: void() shard_touch = { if (other.health <= 0) return; if (other.classname != "player") return; other.armorvalue += self.armorvalue; // this will also allow gr...
by enki
Tue Nov 23, 2010 6:30 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

also, you are going to want to change the armor shard type based on what your current armor is...if you're lazy. or do it the correcct way and make armor shard work as armor seperate from your normal armor count, because how you have it overrides your current armor type (red yellow green) with your...
by enki
Tue Nov 23, 2010 6:12 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

Holy crapola, gnounc... I think this worked.

If not, it got me a hell of a lot closer. You're a genius, bro.

:lol:
by enki
Tue Nov 23, 2010 4:14 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 3096

Q2/3 Styled Armor Shards in Q1 mod...

I've been wracking my brain over how to get this to work all day, and can't make heads or tails of the proper way of doing it. I have the model, sound, etc.... that's all well and good, everything is where it belongs. What I'm trying to do is build a function that will allow accumulative armor per s...