Hey people, and Spike, if you're reading this, sorry for the annoying questions.
I'm running into problems withe the checkclient(); builtin on a particular map. It has to do with the enemy AI, in which checkclient returns world when it should return the player entity. Even when I stand in front of ...
Search found 21 matches
- Thu May 22, 2014 8:13 am
- Forum: Engine Programming
- Topic: [FTEQW]checkclient(); bulitin returns player only sometimes
- Replies: 7
- Views: 3120
- Sat May 17, 2014 5:34 pm
- Forum: Modeling
- Topic: [FTEQW]IQM Viewmodel and framegroups
- Replies: 3
- Views: 13255
Re: [FTEQW]IQM Viewmodel and framegroups
Thanks spike, that was quick, didn't even know this wasn't a feature yet. It's crucial to my project.
I like using FTEQW as it seems to have the best support for skeletal animation out of all the other sourceports, and the best documentation in general. Thanks for including the viewmodel feature.
I like using FTEQW as it seems to have the best support for skeletal animation out of all the other sourceports, and the best documentation in general. Thanks for including the viewmodel feature.
- Sat May 17, 2014 8:16 am
- Forum: Modeling
- Topic: [FTEQW]IQM Viewmodel and framegroups
- Replies: 3
- Views: 13255
[FTEQW]IQM Viewmodel and framegroups
Hi all, I'm currently trying to replace the axe in quake with a pair of fists.
I've made and animated the fists model, exported it, tested it as a spawnable entity and everything is working as it should. Problem is, when I replace v_axe in the quakec source with the fists model, self.weaponframe ...
I've made and animated the fists model, exported it, tested it as a spawnable entity and everything is working as it should. Problem is, when I replace v_axe in the quakec source with the fists model, self.weaponframe ...
- Thu May 23, 2013 1:09 am
- Forum: Mapping
- Topic: [Darkplaces]Correctly sizing textures in NetRadiant/q3map2?
- Replies: 5
- Views: 3868
Re: [Darkplaces]Correctly sizing textures in NetRadiant/q3ma
Thanks man, I appreciate it.goldenboy wrote:Press P for Preferences. It's under "Brushes" IIRC.
- Wed May 22, 2013 5:04 am
- Forum: Mapping
- Topic: [Darkplaces]Correctly sizing textures in NetRadiant/q3map2?
- Replies: 5
- Views: 3868
Re: [Darkplaces]Correctly sizing textures in NetRadiant/q3ma
Set the default texture scale in Radiant to like 0.125.
There is no correct size, really, it all depends what your ingame scale is - how big things are in the game - and how much resolution you want. Smaller scale = higher resolution.
With q3bsp, I usually scale a 512x512 texture so it fits 64x64 ...
There is no correct size, really, it all depends what your ingame scale is - how big things are in the game - and how much resolution you want. Smaller scale = higher resolution.
With q3bsp, I usually scale a 512x512 texture so it fits 64x64 ...
- Tue May 21, 2013 1:00 am
- Forum: Mapping
- Topic: [Darkplaces]Correctly sizing textures in NetRadiant/q3map2?
- Replies: 5
- Views: 3868
[Darkplaces]Correctly sizing textures in NetRadiant/q3map2?
Hey guys, I already posted this to func_msgboard but I'd like to make sure I get the best answer possible. I'm having a bit of trouble with new textures in a game I'm making, I can get them into Radiant and use them but they are way too big. I'm finding this a bit funny though as I tried a PK3 from ...