Search found 336 matches

by Ghost_Fang
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
by Ghost_Fang
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?
by Ghost_Fang
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 ...
by Ghost_Fang
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 ...
by Ghost_Fang
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
by Ghost_Fang
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...
by Ghost_Fang
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 ...
by Ghost_Fang
Fri Feb 10, 2012 12:19 am
Forum: QuakeC Programming
Topic: DP_EF_NODEPTHTEST
Replies: 20
Views: 7487

Re: DP_EF_NODEPTHTEST

Spike wrote:tracelines won't work correctly for partially obscured entities.
Yea but it would work for what its worth.
by Ghost_Fang
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
by Ghost_Fang
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 ...
by Ghost_Fang
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 ...
by Ghost_Fang
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 ...
by Ghost_Fang
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 ...
by Ghost_Fang
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.
by Ghost_Fang
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 ...