Search found 336 matches
- Sun Feb 12, 2012 1:08 am
- Forum: Mapping
- Topic: Smoother Shadows? (TXQBSP)
- Replies: 4
- Views: 4162
Smoother Shadows? (TXQBSP)
I know there is a command for some BSP compilers that use a bit more memory to make the shadows smoother and look less like stairs. Does anyone know this command off hand? Or can point me to the TXQBSP commands? Or does it depend on light.exe? Either way. I'll keep looking though. Or
- Sun Feb 12, 2012 1:03 am
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 7487
Re: DP_EF_NODEPTHTEST
So i don't have to specify who "other" is? It just automatically assumes all clients? And only the client(s) (other) who return TRUE can see it and/or the changes?
- Sat Feb 11, 2012 5:14 am
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 7487
Re: DP_EF_NODEPTHTEST
customizeentityforclient is your friend...
float() somecustomizefunction =
{
traceline(other.origin + other.view_ofs, self.owner.origin, TRUE, other);
if (trace_fraction == 1 || trace_entity == self.owner)
return FALSE; /*trace hit our owner, so tell the server to not send us to this player ...
float() somecustomizefunction =
{
traceline(other.origin + other.view_ofs, self.owner.origin, TRUE, other);
if (trace_fraction == 1 || trace_entity == self.owner)
return FALSE; /*trace hit our owner, so tell the server to not send us to this player ...
- Sat Feb 11, 2012 5:01 am
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
when you fire your weapon, it calls Firebullets(); in firebullets it calls upon TraceAttack, traceattack is where you want to look.
You will see if (trace_ent.takedamage), you're going to want to do your math in there. For example, and to get you started, say you want a headshot, you'll do a check ...
You will see if (trace_ent.takedamage), you're going to want to do your math in there. For example, and to get you started, say you want a headshot, you'll do a check ...
- Fri Feb 10, 2012 11:49 pm
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
when you want to change the model, just call setmodel(entity, "progs/model.mdl");
And L4Q has no dismemberment or model switching, if you get a headshot it plays a separate dying animation, one in which the head is shrunk to near nothing and tucked inside the shoulders/neck. Aren't we sneaky? :P
And L4Q has no dismemberment or model switching, if you get a headshot it plays a separate dying animation, one in which the head is shrunk to near nothing and tucked inside the shoulders/neck. Aren't we sneaky? :P
- Fri Feb 10, 2012 6:24 am
- Forum: Modeling
- Topic: Adding a weapon to the 3rd person quake guy
- Replies: 20
- Views: 37084
Re: Adding a weapon to the 3rd person quake guy
i once did the seemingly overwhelming task of matching of matching 6 weapons to the player model frame by frame for 107 frames each in QME... It was terrible. All because it was a donated model only existing as a .mdl...
- Fri Feb 10, 2012 2:09 am
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 7487
Re: DP_EF_NODEPTHTEST
well while doing this, I had a sudden realization that I'd need to do this in CSQC to get it just right, what I did works perfectly in Singleplayer (with frikbots). I just used a simple sprite above the head, much like Halo. With the sprite, the traceline worked perfectly for it, but I ran into ...
- Fri Feb 10, 2012 12:19 am
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 7487
Re: DP_EF_NODEPTHTEST
Yea but it would work for what its worth.Spike wrote:tracelines won't work correctly for partially obscured entities.
- Fri Feb 10, 2012 12:18 am
- Forum: QuakeC Programming
- Topic: DP_EF_NODEPTHTEST
- Replies: 20
- Views: 7487
Re: DP_EF_NODEPTHTEST
Hmmmm that would work wouldn't it? Like make a traceline check using find(), loop it, and sending a traceline from origin to the other 3 player's origin found using find(). Is that how I would go about doing it? That would even work with SSQC.
Thanks arkage
Thanks arkage
- Thu Feb 09, 2012 2:47 am
- Forum: Modeling
- Topic: Minimalistic Cube-ish Weapons
- Replies: 30
- Views: 54181
Re: Minimalistic Cube-ish Weapons
that looks amazing. any chance I could get a .mdl of that?
Thanks :D and of course, but its not UV mapped or textured. I just did a quick smart projection of the UV in blender and a gray texture so it would export as a .mdl.
If you want the .blend file or a .3ds or .obj your welcome to that as ...
Thanks :D and of course, but its not UV mapped or textured. I just did a quick smart projection of the UV in blender and a gray texture so it would export as a .mdl.
If you want the .blend file or a .3ds or .obj your welcome to that as ...
- Thu Feb 09, 2012 1:09 am
- Forum: Mapping
- Topic: equakeutils
- Replies: 14
- Views: 6669
Re: equakeutils
If i'm not mistaken, the bsp tool wont make/render/create any face(s) with that texture.
Allowing more optimized maps, for example you're on the street level of a city, you won't ever see the tops of the buildings, so you can put that skip texture on the top of the buildings so there wouldnt be any ...
Allowing more optimized maps, for example you're on the street level of a city, you won't ever see the tops of the buildings, so you can put that skip texture on the top of the buildings so there wouldnt be any ...
- Wed Feb 08, 2012 9:26 pm
- Forum: Engine Programming
- Topic: Questions regarding FTEQW
- Replies: 5
- Views: 2024
Re: Questions regarding FTEQW
1. Alright I might just learn some CSQC for this, but I'll try out SSQC for as long as I can :P. Where or what chasecam tutorial is the "non-hacky" one, aka the proper chasecam?
2.I know it supports a ton of extensions, as seen here: http://fteqw.com/wiki/index.php?title=QuakeC_Extensions (even ...
2.I know it supports a ton of extensions, as seen here: http://fteqw.com/wiki/index.php?title=QuakeC_Extensions (even ...
- Wed Feb 08, 2012 7:38 pm
- Forum: Mapping
- Topic: Compiling .map files into common model formats (3DS, FBX)?
- Replies: 5
- Views: 3756
Re: Compiling .map files into common model formats (3DS, FBX
Nem's tool Crafty can import "Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in a variety of render modes."
http://nemesis.thewavelength.net/index.php?p=45
and then you can export those as a .obj, which is pretty versatile. I'm not so sure of ...
http://nemesis.thewavelength.net/index.php?p=45
and then you can export those as a .obj, which is pretty versatile. I'm not so sure of ...
- Wed Feb 08, 2012 6:42 pm
- Forum: Modeling
- Topic: Modeller Wanter (Is this allowed?)
- Replies: 62
- Views: 47164
Re: Modeller Wanter (Is this allowed?)
Well it works, thats good, and I hope I commented it enough for the learning experience of it and you can now tweak it yourself to fit your needs.
You haven't seen messy code until you have seen L4Q's QC source
. L4Q was my "im learning all this crap" dummy code.
You haven't seen messy code until you have seen L4Q's QC source
- Wed Feb 08, 2012 6:39 pm
- Forum: Engine Programming
- Topic: Questions regarding FTEQW
- Replies: 5
- Views: 2024
Questions regarding FTEQW
Thinking about using FTEQW as my engine for a PC only (yea, you read that right, no PSP! :lol: ) game I'm going to do/attempt. Nothing personal LordHavoc, but I gotta have dem HLMDLs ;) and there a few things about FTEQW that it does I like a bit better. So I have a few questions to get me started ...