Search found 336 matches
- Sat Mar 03, 2012 4:38 am
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 11814
Re: True Rotation DP/TXQBSP
Yea, thats just it, I don't want a winner/loser lol, I just want the fan to go "I not stopping for anyone! move along!" lol
- Fri Mar 02, 2012 11:52 pm
- Forum: QuakeC Programming
- Topic: How do sprites work?
- Replies: 7
- Views: 3678
Re: How do sprites work?
One thing I wanted to do is find a way using the particle command to maybe draw a smoke cloud that gradually dissapapates , in the area where the explosion took place. Or draw it using a new sprite model that represents a decent size smoke could with frames that eventually evolve to show it ...
- Fri Mar 02, 2012 11:44 pm
- Forum: Mapping
- Topic: water too bright
- Replies: 2
- Views: 2858
Re: water too bright
I don't think water receives lightmaps at all from the compiler. You could take the suggestion from a post in this related topic: http://forums.inside3d.com/viewtopic.php?f=6&t=4733
Liquids don't emit light, but they are always fullbright ingame. The only way I could think of to make a normally ...
Liquids don't emit light, but they are always fullbright ingame. The only way I could think of to make a normally ...
- Fri Mar 02, 2012 11:35 pm
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 9362
Re: Best Method for Various Player Heads
Yea tried that. It might be easier to understand if it would actually work. I tried supertorso and nothing happened, i don't see any of the models or anything....Ace12GA wrote:Check out supertorso: http://forums.inside3d.com/viewtopic.php?t=58
- Fri Mar 02, 2012 11:34 pm
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 11814
Re: True Rotation DP/TXQBSP
Well thats not my problem. I just didn't put a blocked function for it, my only problem is the player can block/stop the fan blade. I want to know if there is a way (im even content with a hacky one) that would ALWAYS push the player just like Halo 3's wheel. I might try to combine avelocity ...
- Fri Mar 02, 2012 8:47 am
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 11814
Re: True Rotation DP/TXQBSP
To do this properly, I know I'd have to do some QC, not sure why I would want to avoid that. My idea is a large fan as seen in Halo 2 and 3 Zanzibar/Last Resort. Insta-killing the player would ruin the gameplay just a bit in my opinion. The Halo fan blade always pushes the player and won't kill them ...
- Fri Mar 02, 2012 5:19 am
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 9362
Re: Best Method for Various Player Heads
Is there a good tutorial or documentation how to use these properly in darkplaces?
- Thu Mar 01, 2012 4:36 am
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 9362
Re: Best Method for Various Player Heads
i assumed that already: EDIT: Sorry misread that. leileilol
I'm pretty sure Darkplaces doesn't support ALL of the Md3's features.
In dpextensions.qc, all i see about md3s is:
//DP_GFX_QUAKE3MODELTAGS
//idea: id Software
//darkplaces implementation: LordHavoc
//field definitions:
.entity tag ...
I'm pretty sure Darkplaces doesn't support ALL of the Md3's features.
In dpextensions.qc, all i see about md3s is:
//DP_GFX_QUAKE3MODELTAGS
//idea: id Software
//darkplaces implementation: LordHavoc
//field definitions:
.entity tag ...
- Thu Mar 01, 2012 12:56 am
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 9362
Best Method for Various Player Heads
So as the title says I want to have various heads/helmets for player models and maybe even NPCs. What would be the best way of doing this in Darkplaces? I am going to assume that Md3s are my best bet, unless there is a better way? If Md3 are the best way, could anyone point me in the direction of ...
- Wed Feb 29, 2012 9:42 pm
- Forum: Modeling
- Topic: v_weapon shader not working
- Replies: 9
- Views: 5270
Re: v_weapon shader not working
Hello Ghost_fang,
in fact you need a different cubemap for every inch of a map.
You can save a cubemap-set in any point of a map.
So the cubemap-set will only fit for exactly this position.
If you move 1 meter forward, it is already "wrong".
That is why it is important to find a cubemap-set (or ...
in fact you need a different cubemap for every inch of a map.
You can save a cubemap-set in any point of a map.
So the cubemap-set will only fit for exactly this position.
If you move 1 meter forward, it is already "wrong".
That is why it is important to find a cubemap-set (or ...
- Wed Feb 29, 2012 12:04 pm
- Forum: Modeling
- Topic: v_weapon shader not working
- Replies: 9
- Views: 5270
Re: v_weapon shader not working
I'll just recycle this topic for a related question: Is there a way to make the dpreflectcube change for each map? So the cubemap is accurate in relation to the map its projecting?
- Tue Feb 28, 2012 1:27 am
- Forum: Modeling
- Topic: v_weapon shader not working
- Replies: 9
- Views: 5270
Re: v_weapon shader not working
Hello Ghost_fang,
some month ago, this was a big subject over at quakeone.com.
I made a downloadeable version of what you intend to do:
http://quakeone.com/forums/quake-mod-releases/works-progress/7648-id1_mp1_textures_animated_reflecting-2.html
Please read the linked post and find the download a ...
some month ago, this was a big subject over at quakeone.com.
I made a downloadeable version of what you intend to do:
http://quakeone.com/forums/quake-mod-releases/works-progress/7648-id1_mp1_textures_animated_reflecting-2.html
Please read the linked post and find the download a ...
- Mon Feb 27, 2012 7:55 am
- Forum: Modeling
- Topic: v_weapon shader not working
- Replies: 9
- Views: 5270
v_weapon shader not working
So i've been (trying) to mess with shaders and so far no luck at all. I searched for hours for documentation or examples, mostly 404's or megaupload links. All i want is a simple reflection and/or refraction on my v_weapon like v_weapon in this video:
http://www.youtube.com/watch?feature=player ...
http://www.youtube.com/watch?feature=player ...
- Tue Feb 21, 2012 3:18 am
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
leileilol is right, I seemed to be a lot more productive while learning through trial and error, not only was I independent, but I learned much better from my mistake(s). Its very unproductive to go straight to the forums when an error occurs, ask your question(s), and wait for a response, IF one ...
- Sun Feb 19, 2012 3:55 am
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
oh and no i didnt use your crappy always crashing adding weapons code XD
well if I make 2 assumptions, 1.You used the weapons.qc in its entirety from him, 2. You are using kurok psp engine, I can tell you that you probably didn't delete TE_EXPLOSION from anything that calls it. TE_EXPLOSION ...