To QuakeC is irrelevant if an entity uses an alilas (.mdl) or brush based (.bsp) model in most of the cases (the main exception being how to set the MOVETYPE_* and SOLID_* flags).
You can of course make an entity using a .bsp model destructible. Here's an example from a mod I've been working ...
Search found 50 matches
- Tue Nov 05, 2013 1:51 am
- Forum: QuakeC Programming
- Topic: Adding Destructible Items help?
- Replies: 4
- Views: 2268
- Tue Nov 05, 2013 12:02 am
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
http://www.sendspace.com/file/d0xnh4 Here ya go!frag.machine wrote:hmmm create a new map (just a box), put a place_model on it and test.
If didn't work copy and paste the .map file here so we can take a look.
- Mon Nov 04, 2013 8:01 pm
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
Still doesn't work.Spike wrote:quake is case sensitive. use lower case.
- Mon Nov 04, 2013 11:28 am
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
maybe wrong key and value parameters or model name?)
key: model
Value: progs/Quake.mdl
try mine :D
void() model_touch =
{
local vector v;
local float yaw;
if (other.classname != "player")
return;
if (other.groundentity == self )
return;
if (other.origin_z + other.mins_z + 8 >= self.absmax_z ...
key: model
Value: progs/Quake.mdl
try mine :D
void() model_touch =
{
local vector v;
local float yaw;
if (other.classname != "player")
return;
if (other.groundentity == self )
return;
if (other.origin_z + other.mins_z + 8 >= self.absmax_z ...
- Sun Nov 03, 2013 11:39 pm
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
Didn't work.. :/drm_wayne wrote:Code: Select all
void() place_model = { precache_model (self.model); setmodel (self, self.model); self.skin = self.skin; };
- Sun Nov 03, 2013 6:59 pm
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Place_Model Problems
Hello.. again :D I'm here worrying about place_model
I'm using this tutorial here: "http://www.quake-1.com/docs/quakesrc.org/48.html"
(A quite simple tutorial). But My model doesn't appear in game. I follow everything to a T. I set my key, and value in the map editor. When I get in game the ...
I'm using this tutorial here: "http://www.quake-1.com/docs/quakesrc.org/48.html"
(A quite simple tutorial). But My model doesn't appear in game. I follow everything to a T. I set my key, and value in the map editor. When I get in game the ...
- Sat Nov 02, 2013 8:07 pm
- Forum: QuakeC Programming
- Topic: Adding Destructible Items help?
- Replies: 4
- Views: 2268
Adding Destructible Items help?
OK, so before I ask for everyone's help.. again.. I just wanna say sorry for being a leech on here. I will try and help more people with their problems. :P
Anyways, I'm working on adding destructible items into QC. See, my mapper need it to be a function. So, I was thinking of just making whatever ...
Anyways, I'm working on adding destructible items into QC. See, my mapper need it to be a function. So, I was thinking of just making whatever ...
- Sat Nov 02, 2013 3:52 pm
- Forum: Engine Programming
- Topic: My problem with FitzQuake..
- Replies: 5
- Views: 2559
My problem with FitzQuake..
Well, I have to admit. I LOVE FitzQuake. It's an easy engine to work in. The code is easy to understand (in some places) and most of the code is efficient. BUT I do not like it for one thing.. The way the guns are rendered has been COMPLETELY rewritten from Quake. How is this bad? Well, because if ...
- Mon Oct 28, 2013 8:59 pm
- Forum: Engine Programming
- Topic: Weird gun rendering issues
- Replies: 2
- Views: 1846
Re: Weird gun rendering issues
If you search for r_drawviewmodel it should lead you to some clues.
Your own gun models should be placed below the 0,0,0 origin, not directly in it (in the modeling program that is). It'd be in your face for it and be worse for the lower viewsize weapon nudging.
Ahh, this opened up so many doors ...
Your own gun models should be placed below the 0,0,0 origin, not directly in it (in the modeling program that is). It'd be in your face for it and be worse for the lower viewsize weapon nudging.
Ahh, this opened up so many doors ...
- Mon Oct 28, 2013 8:26 pm
- Forum: Engine Programming
- Topic: Weird gun rendering issues
- Replies: 2
- Views: 1846
Weird gun rendering issues
OK, so this is more of a general question more then a coding question. Basically when I get in game the guns that I made seem to render in the middle of the screen. It's not where they're positioned because if I drag them back I only see the very front of the barrel of the gun in the middle of the ...
- Mon Oct 28, 2013 6:10 pm
- Forum: QuakeC Programming
- Topic: Adding Ladders
- Replies: 12
- Views: 4322
Re: Adding Ladders
//
// LADDERS: Written by Frank Condello <pox@planetquake.com>
//
.float laddertime;
.float ladderjump;
float LADDEROFS = 0.36;// touchy...
// This is tricky cause we can't just check key presses...
void() ladder_touch =
{
local vector vel;
float fvel, spd;
if (other.classname != "player ...
// LADDERS: Written by Frank Condello <pox@planetquake.com>
//
.float laddertime;
.float ladderjump;
float LADDEROFS = 0.36;// touchy...
// This is tricky cause we can't just check key presses...
void() ladder_touch =
{
local vector vel;
float fvel, spd;
if (other.classname != "player ...
- Mon Oct 28, 2013 1:23 am
- Forum: QuakeC Programming
- Topic: Adding Ladders
- Replies: 12
- Views: 4322
Adding Ladders
Basically my mapper needs ladders coded in for the map to work properly, and I don't even know where to start. :/ I know that it should be pretty straight forward, but I'm just stuck. Any help would be appreciated. 
- Sun Oct 27, 2013 5:30 pm
- Forum: Engine Programming
- Topic: HUD coding question...
- Replies: 8
- Views: 2861
Re: HUD coding question...
If you're programming for Windows with Visual Studio (likely), try sprintf_s(). It's similar to sprintf, but takes a extra parameter for the buffer size.
I'm using Code::Blocks since I like the UI a lot better. But I decided to draw the HUD using images instead and it looks a lot better. Thanks ...
I'm using Code::Blocks since I like the UI a lot better. But I decided to draw the HUD using images instead and it looks a lot better. Thanks ...
- Sat Oct 26, 2013 5:41 pm
- Forum: Engine Programming
- Topic: HUD coding question...
- Replies: 8
- Views: 2861
Re: HUD coding question...
%i/%i is two arguments. but you only provide one. the first number printed have the value, but the second will be pseudo-random (whatever value was in memory at the time).
sprintf does not bound the string, thus (C console program):
char buf1[64];
char buf2[64];
puts("Please enter your name!\n ...
sprintf does not bound the string, thus (C console program):
char buf1[64];
char buf2[64];
puts("Please enter your name!\n ...
- Wed Oct 23, 2013 10:54 pm
- Forum: Engine Programming
- Topic: HUD coding question...
- Replies: 8
- Views: 2861
Re: HUD coding question...
regarding sprintf, you'd get into a much better habit from using snprintf (or equivelent) instead.
the bug would be apparent if you tried running it.
indenting is important, though I realise that pasting it into a browser can mess it up for you.
Sorry if I am annoying you with all of these replys ...
the bug would be apparent if you tried running it.
indenting is important, though I realise that pasting it into a browser can mess it up for you.
Sorry if I am annoying you with all of these replys ...