Search found 186 matches

by Biodude
Thu Dec 30, 2010 1:29 am
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

Gah, end of december, no word of how to compile still
by Biodude
Sun Dec 19, 2010 4:01 pm
Forum: Modeling
Topic: Quake 1 --> HL model?
Replies: 3
Views: 2992

I do it all the time, I am pretty sure all you have to do is export the quake skin from qme, then put the model in quark and export as .md2

then import and you should be fine

Maybe I can help ya with it
by Biodude
Mon Dec 06, 2010 2:48 am
Forum: Modeling
Topic: Compiling a quake mdl?
Replies: 2
Views: 2198

I compile as quake 2 md2, and then convert in qme, but I just wanted to know if there was another way :)
by Biodude
Mon Dec 06, 2010 12:12 am
Forum: Modeling
Topic: Compiling a quake mdl?
Replies: 2
Views: 2198

Compiling a quake mdl?

I know how to export models to quake, but I see a compile quake 1 model option in milkshape, how does that work? What would a qc file look like for it?

sorry if this was asked before
by Biodude
Sat Dec 04, 2010 12:10 pm
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

Hey, I just found out dquake also has shadows! r_shadows 1 does the trick, looks great for enemies. It does not draw too much frame rate from what I can see.

I wish crowbar would release his compiler/ someone find out how to compile this engine soon. It could use a bunch of fixups
by Biodude
Wed Dec 01, 2010 2:58 am
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

I really like your engine, baker, but external wad support would be great to have, besides the fact of the memory usage
by Biodude
Fri Nov 26, 2010 2:52 am
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 12580

md3 removes the jiggle factor to animated models for quake, when converting.

You could also use a high quality skin for normal quake models externally
by Biodude
Mon Nov 22, 2010 2:27 am
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 12580

put textures in that folder
by Biodude
Sat Nov 20, 2010 2:51 pm
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 12580

put the textures in the same folder. If there are multiple, just throw em in the progs folder too.
by Biodude
Wed Nov 17, 2010 3:11 am
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 12580

or try .tga if bmp doesnt work
by Biodude
Sun Nov 14, 2010 10:40 pm
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 12580

well, if you are in dark places, just rename the .md3 to .mdl

It should work You're joking, right? That doesn't change *anything* except the name of the file. The model isn't automagically converted into a md3 from an mdl. md3 is completely different from mdl in almost every way.

Why you would ...
by Biodude
Sun Nov 14, 2010 8:17 pm
Forum: QuakeC Programming
Topic: Using md3's instead of mdl [Help!]
Replies: 65
Views: 12580

well, if you are in dark places, just rename the .md3 to .mdl

It should work
by Biodude
Wed Nov 10, 2010 9:25 pm
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

I had a problem with some qc on that engine that I didn't even know why. Try it with stock quake qc...
by Biodude
Wed Nov 10, 2010 2:05 am
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

What? That never happens to me :S

Its the qc
by Biodude
Tue Nov 09, 2010 12:23 pm
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

Thats really a personal problem though...