Search found 64 matches

by ijed
Wed Dec 29, 2010 1:26 pm
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

Yeah, when I tried that it showed up without animation, but most likely that's something I'm doing wrong with the export options.

Believe it or not I had all this crap working with a convoluted workflow using Quick3D/Qme, full of hidden minefields that would corrupt the mesh, texture or changeover ...
by ijed
Wed Dec 29, 2010 1:39 am
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

Huh? I've used modelconv - not the same thing and unfortunately isn't working for me since the only maintained md3 exporter I can find for max2010 is a pretty broken version from the Duke3D forums.

Noesis has a visual interface and accepts lots of formats - I just don't know which to export from ...
by ijed
Wed Dec 29, 2010 12:13 am
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

So, how do I use it?

I'm wanting to get an animated mesh from Max2010 into .mdl format.

What's the preferred format to export from?

Also - thanks a lot, this'll make things easier.
by ijed
Tue Mar 16, 2010 8:23 pm
Forum: QuakeC Programming
Topic: Help With: func_door_model
Replies: 0
Views: 2106

Help With: func_door_model

So:

I've got a point entity called a func_door_model. The idea is for the mapper to specify a .bso model in there and circumnavigate a load of issues - breaking max models, patchy lighting, messing around with texture alignment etc.

It seems to work pretty well, the whole idea is to later on ...
by ijed
Fri Jan 15, 2010 3:01 am
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

Seems the forum has stopped notifying me when posts are made.

The water is made from a combination of stuff - starting with extras func_water and going from there.

Not sure if I mentioned but to stop cheating r_wateralpha is disabled on RMQ MP servers - which is the other reason to have those ...
by ijed
Tue Dec 22, 2009 3:42 am
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

Mh - the water surface not being on the other side isn't an engine issue like I assumed - it's because the volumes in the dm7rq map are entities (triggers), so have all their faces undrawn while the player is inside.

At the same time it lets us have transparent water and non-transparent lava ...
by ijed
Fri Dec 18, 2009 3:24 am
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

And a question - has any Quake mod or map utlisised mapobjects well? It seems strange that such a powerful tool has been pretty much ignored.

Pissing about making rotatings or fiddly brushwork seems to be the best way to kill your own drive to finish a map, mainly because it was never intended to ...
by ijed
Fri Dec 18, 2009 3:16 am
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

We're cross-platform by necessity - we've got a linux and mac team member, if they can't play the mod it takes the point out of things.

Qoutes are confusing for me - I'm used to func_'s simplicity :)

We've talked back and forth about a dedicated engine, but politically we're open source and user ...
by ijed
Fri Dec 18, 2009 1:30 am
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

Fair enough - I was thinking you were more concerned about the wrong side of the tracks.

One thing about us releasing demos every few months / quarter is most stuff like engine troubles should pop up somewhere sooner or later - thanks for pointing it out.
by ijed
Fri Dec 18, 2009 1:08 am
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

We were thinking of a version of FTE as a RemakeQuake engine, currently I think we mostly test on Fitz and DarkPlaces - just a hole in the testing.

When I'm more awake (ie. tommorow) I'll take a look at the viability of Hammer for Quake - I understand your position.

I didn't make Worldcraft or ...
by ijed
Thu Dec 17, 2009 11:45 pm
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

Well, we've changed the spawnflag order for monsters 3 or 4 times already, so 'new engine?' or 'change all c code?' aren't out of the question.

We're masochists.
by ijed
Thu Dec 17, 2009 11:11 pm
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

Yeah that's the version with model showing in.

I I tried using 3.4 as opposed to Baker's repacked 3.3 and there was some issue that I can't remember that screwed it up, maybe textures. Will give models a try though, only problem being which field it reads to show which model.

We could just change ...
by ijed
Thu Dec 17, 2009 10:42 pm
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

You mean Hammer?

So we could have two versions - the .mdl version for the game and an editor .hl version?

I go to google, thanks for the heads up.
by ijed
Thu Dec 17, 2009 12:48 pm
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

Good idea . . . the emitter system (imported from extras) is very powerful, we haven't yet exploited it enough. I've used it for a bsp rockfall in e3m4, making properly random lava and slime balls and also rain.

Next up are some interesting traps. I'm thinking of nail shotters being affected by ...
by ijed
Wed Dec 16, 2009 10:07 pm
Forum: General Discussion
Topic: Remake Quake Winter MP Demo
Replies: 84
Views: 27638

I was going to make chains out of looping func_trains. Don't know how it'd work for models without a func_modeltrain.

Since alot of engines have vertex interpolation. So modeltrain is on the cards.