The stable version of FTE is basically from the stone age. It#s no wonder that stuff created by the stable version might not work with the latest version. It's labeled "Old Stable" for a reason.
The current SVN version is very stable too, there has been a huge amount of testing and bugfixing ...
Search found 924 matches
- Thu Aug 28, 2014 5:03 pm
- Forum: Mapping
- Topic: [SOLVED] common/weapclip on models
- Replies: 14
- Views: 22487
- Thu Aug 28, 2014 2:43 am
- Forum: Mapping
- Topic: [SOLVED] common/weapclip on models
- Replies: 14
- Views: 22487
Re: common/weapclip on models
Code: Select all
textures/common/meshcollide
{
qer_trans 0.5
surfaceparm nodraw2
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm trans
surfaceparm meshcollide
}
Your custinfoparms.txt looks ok.
- Wed Aug 27, 2014 3:47 pm
- Forum: Modeling
- Topic: problems with lightgrid and alpha channel
- Replies: 5
- Views: 13769
Re: problems with lightgrid and alpha channel
I'd suggest to use misc_model and compile them into the BSP, and just use vertex lighting on those trees.
That's just my opinion though.
That's just my opinion though.
- Tue Aug 26, 2014 6:39 pm
- Forum: Modeling
- Topic: Quake MDL vs MD2...
- Replies: 13
- Views: 37055
Re: Quake MDL vs MD2...
IQM is excellent if you're creating original models in Blender - exporting to FTE or DP is almost a one-click thing.
- Sat Aug 23, 2014 5:17 pm
- Forum: Engine Programming
- Topic: RMQ Engine after compile crash
- Replies: 12
- Views: 4221
Re: RMQ Engine after compile crash
It's a WIP engine from a dead project. It was never intended as a general use Quake engine and never officially declared stable. It doesn't support SDL 2 - you'll need libSDL and sdl-mixer version 1.xx to compile. Linux version compiles fine for me, btw.
The latest public version is in the RMQ SVN ...
The latest public version is in the RMQ SVN ...
- Wed Aug 20, 2014 7:14 pm
- Forum: Project Showcase
- Topic: [FTE][In Glacial Dev] Smash
- Replies: 8
- Views: 15325
Re: [FTE][In Glacial Dev] Smash
I think that's better already.
- Mon Aug 18, 2014 5:41 pm
- Forum: Project Showcase
- Topic: [FTE][In Glacial Dev] Smash
- Replies: 8
- Views: 15325
Re: [FTE][In Glacial Dev] Smash
That logo... sorry, that's just a bad choice. At least choose a different background for the emblem. *cough*
- Wed Jul 30, 2014 4:21 pm
- Forum: General Discussion
- Topic: Lets get ? bloody
- Replies: 9
- Views: 4129
Re: Lets get ? bloody
Doesn't this have all kinds of legal issues?
- Mon Jul 28, 2014 2:12 pm
- Forum: CSQC Programming
- Topic: rotate an image
- Replies: 7
- Views: 15787
Re: rotate an image
good thinking there pitchatan.
- Sat Jul 26, 2014 5:48 pm
- Forum: Mapping
- Topic: Absolute Beginners guide to using shaders
- Replies: 15
- Views: 41934
Re: Absolute Beginners guide to using shaders
For Radiant users, if you want to cook with gas, you can convert q1 .map to q3 .map using old versions of q3radiant (2.02 IIRC, look at the id software ftp server.) From then on, you can simply use the Darkplaces gamepack for mapping instead of the Quake one.
For triggers and such, you can simply ...
For triggers and such, you can simply ...
- Fri Jul 25, 2014 6:17 pm
- Forum: Modeling
- Topic: Horrible GIMP bug
- Replies: 3
- Views: 13559
Horrible GIMP bug
I really don't know in which subforum to post this, so I put it here.
Just so you know, GIMP's overlay mode is completely broken. It is identical to "Soft Light". They're not fixing this because everyone got used to it.
Here is how to emulate Photoshop's Overlay mode in GIMP:
Use "Hard Light" but ...
Just so you know, GIMP's overlay mode is completely broken. It is identical to "Soft Light". They're not fixing this because everyone got used to it.
Here is how to emulate Photoshop's Overlay mode in GIMP:
Use "Hard Light" but ...
- Wed Jul 23, 2014 6:20 pm
- Forum: General Discussion
- Topic: Steel Storm A.M.M.O. needs QuakeC programmer
- Replies: 5
- Views: 3161
Re: Steel Storm A.M.M.O. needs QuakeC programmer
I tend to work with synergies instead of recruiting people. It can work really well.
- Wed Jul 23, 2014 6:05 pm
- Forum: CSQC Programming
- Topic: rotate an image
- Replies: 7
- Views: 15787
Re: rotate an image
Draw a polygon with the image applied as a shader, and rotate that. This also allows you to have perspectivic HUD images, like Crysis 2 and all those other modern games. Alternatively, perhaps use a particle if you want to do crazier things wth images.
Otherwise, if someone creates a patch that ...
Otherwise, if someone creates a patch that ...
- Sun Jul 20, 2014 1:57 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511182
Re: What are you working on?
A new pair of breasts with an elf attached! 
- Tue Jul 08, 2014 3:49 pm
- Forum: CSQC Programming
- Topic: What would you do with CSQC?
- Replies: 13
- Views: 9419
Re: What would you do with CSQC?
Yeah, baby steps. Good player models are harder to make and animate than 2D stuff.
Although I guess a simple rigged Quakeguy wouldn't be that hard.
Although I guess a simple rigged Quakeguy wouldn't be that hard.