Search found 73 matches

by Willem
Wed May 27, 2009 9:26 am
Forum: General Discussion
Topic: IGN Decides To "discontinue Free Hosting Services"
Replies: 77
Views: 29940

You guys should look into getting a Dreamhost account. I have all of my sites hosted there (including shub-hub and Quaketastic) and I have tons of storage and tons of bandwidth and I'm paying $15-$20 a month for it. They are incredibly great.
by Willem
Tue May 19, 2009 8:43 pm
Forum: Modeling
Topic: Warglaive of Azzinoth
Replies: 11
Views: 6014

it was done for performance. 486s, k5s and Cyrix suck at the floating point.
Are you sure about that? Those verts are expanded to floating point once the MDL is loaded I believe. The integer stuff is only for disk storage AFAIK.
by Willem
Tue May 19, 2009 10:41 am
Forum: Modeling
Topic: Warglaive of Azzinoth
Replies: 11
Views: 6014

It can't be prevented in Quake 1, it's an engine thing. The MDL file format is precision limited. id sort of screwed the pooch there but it was their first shot at a 3D format so it's hard to really blame them.
by Willem
Tue May 19, 2009 10:07 am
Forum: Engine Programming
Topic: Texture coordinate question
Replies: 4
Views: 2197

Thanks metl!

Yeah, I know it will never be perfect due to a lack of skewing but it would certainly open up possibilities if I were to be able to get this working. I'll make a note of what you said and try it out the next time I'm in there.

I'm guessing that what I'll end up with eventually will be ...
by Willem
Sat May 16, 2009 9:54 am
Forum: Engine Programming
Topic: Texture coordinate question
Replies: 4
Views: 2197

Texture coordinate question

OK, calling all engine/math gurus!

I have a lot of cool ideas for stuff to add to my Quake level editor, ToeTag, but they all hinge on having really good texture locking capabilities. I figure that there is one key to the kingdom here and it's this:

How do I convert from 0-1 texture coordinates ...
by Willem
Sun Apr 12, 2009 11:59 am
Forum: Modeling
Topic: Float drift and other stupidness...
Replies: 5
Views: 3850

Float drift and other stupidness...

Is there an understanding in the Quake modeling community that you won't be loading/saving MDL files over and over with any success? I'm struggling to get my model editor to load and save MDL files repeatedly but float drift and precision issues are causing it to eventually end up with the wrong ...
by Willem
Tue Apr 07, 2009 7:48 pm
Forum: Modeling
Topic: Frame/Skin group playback rates
Replies: 5
Views: 3701

Alrighty ... just wanted to make sure I wasn't missing something obvious. I'll be over in the corner grumbling and grousing if anyone needs me.
by Willem
Tue Apr 07, 2009 6:40 pm
Forum: Modeling
Topic: Frame/Skin group playback rates
Replies: 5
Views: 3701

So if you wanted to have a skin on a monster that, say, blinked a light once a second you'd have to have 9 skins that are the same and 1 skin with the light on? That's ... nasty. :-/
by Willem
Tue Apr 07, 2009 5:36 pm
Forum: Modeling
Topic: Frame/Skin group playback rates
Replies: 5
Views: 3701

Frame/Skin group playback rates

I'm trying to get my MDL editing program finished up (as part of the new ToeTag editing suite) and I have a question. I've been plugging in time stamps for skin and frame groups but they don't seem to do anything. The id ones are all set up as .10 of a second apart from each other and I'm getting ...
by Willem
Wed Feb 18, 2009 10:15 pm
Forum: QuakeC Programming
Topic: is it possible to code hl2 style ropes and such?
Replies: 5
Views: 2563

Well ... yes. Anything is possible. You would either do it through one of the plug-in physics libraries or code it yourself (torturously) in QuakeC. Anything is possible, it's just a question of your pain tolerance.
by Willem
Wed Feb 18, 2009 9:58 am
Forum: General Discussion
Topic: Big black graphics programming book
Replies: 3
Views: 1404

Also, I dont know how much of the stuff in it is relative.
I've read the Abrash book but, to be honest, most of it is badly out dated at this point (such is the way of the graphics programmer).

The best part of the book, for me, was the various Quake anecdotes and stories like the process that ...
by Willem
Sun Feb 08, 2009 10:15 am
Forum: QuakeC Programming
Topic: First quake c question
Replies: 4
Views: 1924

But i cant firgure out how i would check if SearchForItem finds nothing so it can then call SearchForPlayer.
That shouldn't be a big deal. You could do something like, at the top of SearchForItem set self.goalentity = world. Then at the end of the function if self.goalentity is still == world then ...
by Willem
Tue Feb 03, 2009 5:00 pm
Forum: OpenGL Programming
Topic: Blending Table glBlendFunc
Replies: 6
Views: 7294

I'd rather you do it for me

You may leave now, I have no further commands for you my servant.
Snark aside, you really should note sources for things if you didn't create them. It's only proper.
by Willem
Tue Jan 20, 2009 12:27 pm
Forum: General Programming
Topic: C++ Direct 3D bounding boxes! Need a lil help
Replies: 3
Views: 3408

You're basically doing it correctly but you could do it more efficiently if you wanted to. For example:

1) Don't store all the corners of the bounding box. You really only need to know the extent of the box on each axis. Combine that with the entities location and you can reconstruct a box without ...
by Willem
Fri Jan 16, 2009 2:25 pm
Forum: Modeling
Topic: Programming question regarding MDLs...
Replies: 6
Views: 3924

Programming question regarding MDLs...

OK, so inside the MDL file format there is support for simple frames and group frames. I'm trying to get it straight in my head which is good for what.

It looks like things like the walltorch use group frames. Is this so the engine can start animating them on a random frame? I don't see anything in ...