Search found 122 matches
- Tue Aug 14, 2007 10:46 pm
- Forum: QuakeC Programming
- Topic: DPM models?
- Replies: 17
- Views: 8380
Inspecting the darkplaces source for feasibility of writing this stuff myself (outlook not good, I'm afraid), I think it turns out bones only have keys for translation and rotation. In more mathematical terms, the bones have a 4 by 3 matrix, the first 3x3 matrix is applied to a vertex in the normal ...
- Mon Aug 13, 2007 3:44 pm
- Forum: QuakeC Programming
- Topic: Impulse commands
- Replies: 38
- Views: 12195
Although the above code is correct for making an impulse execute when the server starts, it's a rather convoluted way of making bots spawn when the server starts. For one thing, because all of those localcmds will be run in the same frame, it's only going to add one bot to the game. A better way of ...
- Mon Aug 13, 2007 10:55 am
- Forum: QuakeC Programming
- Topic: DPM models?
- Replies: 17
- Views: 8380
- Tue Aug 07, 2007 3:27 pm
- Forum: General Discussion
- Topic: id on steam
- Replies: 35
- Views: 11842
From what I understand it's not integrated with steam in the same way as half life is. What you get is just a standard retail copy of quake, probably with glquake/winquake thrown in to the directory, and a shortcut to launch it on the steam launcher. So you can just put darkplaces in the directory ...
- Tue Aug 07, 2007 9:14 am
- Forum: General Discussion
- Topic: id on steam
- Replies: 35
- Views: 11842
- Sun Jul 29, 2007 3:12 pm
- Forum: General Discussion
- Topic: Fullbrights
- Replies: 14
- Views: 5028
Removing fullbrights
You can also do it using QMe. Load the image as the skin of a model in QMe, then go to view->Skin Palette Map Editor. You can then uncheck rows of the palette, and all pixels from those rows will be replaced with colours in rows that are checked. You may want to check other rows before you uncheck ...
- Sun May 27, 2007 10:25 pm
- Forum: Engine Programming
- Topic: DP - Fog + Skybox
- Replies: 30
- Views: 18717
But couldn't you just have an appropriately foggy skybox to go with it? Like have most of the far away hills and stuff basically fogged out to the same colour as the fog at full distance, but then not fog out the sky itself. As long as everything in the skybox looked far enough away that the fog ...
- Sun May 27, 2007 7:43 pm
- Forum: Engine Programming
- Topic: DP - Fog + Skybox
- Replies: 30
- Views: 18717
I don't think it's the right way to do it. Wouldn't it be better to render the skybox fully, and then if people think their map should have the whole sky rendered fog coloured, they just supply a fog coloured sky? That way people could easily get the result they desire, either way, without needing a ...
- Sat May 26, 2007 9:05 am
- Forum: QuakeC Programming
- Topic: When can I be sure all entities are spawned?
- Replies: 21
- Views: 8819
- Fri May 25, 2007 6:17 pm
- Forum: QuakeC Programming
- Topic: When can I be sure all entities are spawned?
- Replies: 21
- Views: 8819
Re: When can I be sure all entities are spawned?
On a fairly related note, does anyone know why is it that the startup sequence behaves differently when you have the console is down as you start the map, as opposed to when you don't. It causes all sorts of entity related bugs and so knowing why it happens might allow a fix on the qc side for some ...
- Sun May 20, 2007 9:08 am
- Forum: General Discussion
- Topic: Encompassing Mod for Mappers
- Replies: 21
- Views: 7448
- Sun May 20, 2007 8:28 am
- Forum: General Discussion
- Topic: Encompassing Mod for Mappers
- Replies: 21
- Views: 7448
Preaches 'entity optimisation' and 'corpse management' makes me go ..huh? Is the entity optimisation for stock engines that have a hard limit on entities? And the corpse management... how is a corpse more taxing on an engine than a living monster? Why would you need to remove corpses? Let me say ...
- Sat May 19, 2007 11:39 pm
- Forum: General Discussion
- Topic: Encompassing Mod for Mappers
- Replies: 21
- Views: 7448
Re: Encompassing Mod for Mappers
I don't think people would want one mod to do everything, it will end up with too many redundant pieces. Once you've decided to use a mod instead of stock quake then it's no more hassle to provide your own mod with a map than it is to tell people to use this unified mod. If you want to change things ...
- Tue May 15, 2007 10:04 pm
- Forum: Mapping
- Topic: Trigger monsters warp in
- Replies: 5
- Views: 4351
- Tue May 15, 2007 9:26 pm
- Forum: Mapping
- Topic: Trigger monsters warp in
- Replies: 5
- Views: 4351
Re: Trigger monsters warp in
The standard way:
Build the outside box, and place the monster in it. Also create a info_teleport_destination entity at the place you wish the monster to appear in the map once it teleports. Give this info_teleport_destination a targetname keyvalue, like ambush1 .
Create a trigger_teleport brush ...
Build the outside box, and place the monster in it. Also create a info_teleport_destination entity at the place you wish the monster to appear in the map once it teleports. Give this info_teleport_destination a targetname keyvalue, like ambush1 .
Create a trigger_teleport brush ...