Search found 203 matches

by Ranger366
Mon Feb 21, 2011 7:15 am
Forum: QuakeC Programming
Topic: specific traceline?
Replies: 8
Views: 6367

A good example for that is on QuakeSrc.org i think.

http://www.quake-1.com/docs/quakesrc.org/49.html
by Ranger366
Mon Feb 21, 2011 7:09 am
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 72428

Re: the technique u use to make a quake mdl

3DS Max > SMD > MD3 (with Milkshape) > md3tomdl
by Ranger366
Sat Feb 19, 2011 10:30 am
Forum: QuakeC Programming
Topic: Great Drunk or Disoriented Effect!
Replies: 24
Views: 5824

Re: Great Drunk or Disoriented Effect!

In any engine:

Type v_idlescale 90

This could be used for a disorienting effect or recovery from a stun weapon. I've been looking for non-damage + non-death handicaps.

used this function for my dead game Ranon back some centuries ago.
It was used in TFC's swing effect when getting hurt from one ...
by Ranger366
Fri Feb 18, 2011 10:38 am
Forum: Engine Programming
Topic: QEngine
Replies: 2
Views: 1009

Re: QEngine

Hmm thought of playing Quake 3 maps with enhanced textures back in DarkPlaces for the lulz effect.
But this looks more exciting.
by Ranger366
Mon Feb 14, 2011 8:55 pm
Forum: General Discussion
Topic: My palette...
Replies: 9
Views: 2905

use wally. it should work similarly. (ps, just because your texture gets messed up when qme imports it. i may not be qme's fault. it may be that even though you used all of your colors, you may have too many shades of those colors. the palette only lets you translate directly between the set shades ...
by Ranger366
Mon Feb 14, 2011 8:02 pm
Forum: General Discussion
Topic: My palette...
Replies: 9
Views: 2905

leileilol wrote:
Ranger366 wrote: qME's palette is hardcoded, but you can import one in the program settings...
but its not applying it correctly.
QME applies palettes correctly
simply load palette, then load texture
save.


NOT HARD AT ALL REALLY!
Whatever you say pal.
What about maps.
by Ranger366
Sun Feb 13, 2011 6:54 pm
Forum: General Discussion
Topic: My palette...
Replies: 9
Views: 2905

ceriux wrote:replace the palette in qme's folder with yours.
There is no extern palette, qME's palette is hardcoded, but you can import one in the program settings...
but its not applying it correctly. (QME 3.1 - the only version which supports that btw)
by Ranger366
Sun Feb 13, 2011 2:01 pm
Forum: General Discussion
Topic: My palette...
Replies: 9
Views: 2905

My palette...

Hello,
i have one big problem. I'm currently using my own palette
and want to apply the textures (which are using my new palette) on my models. Problem is that mostly every program (adquedit, QuArK, qME) im using (...) screws the texture up in some way and is NOT displayed correctly ingame.
fimg is ...
by Ranger366
Sun Feb 13, 2011 10:55 am
Forum: Modeling
Topic: "Kick" model pack. - download
Replies: 14
Views: 10139

ceriux wrote:
its the content, not the idea.
i asked before i even put it up.
i said nevermind it :P
it was just about the fact that some other mods will use it.
it was a kind of joke.
by Ranger366
Sat Feb 12, 2011 12:40 pm
Forum: Modeling
Topic: "Kick" model pack. - download
Replies: 14
Views: 10139

nevermind ...

I suppose it was for ego or something, but it's not exactly a unique feature.

kicking was done many many many many many many times (1996 had quite a few kicking/shoving qc patches of its own), sticking a model in for it wasn't done often since only one viewmodel was possible in ...
by Ranger366
Fri Feb 11, 2011 8:39 pm
Forum: Modeling
Topic: "Kick" model pack. - download
Replies: 14
Views: 10139

ceriux wrote:aw why wouldnt you use it anymore?
nevermind ...
by Ranger366
Thu Feb 10, 2011 4:48 pm
Forum: Modeling
Topic: "Kick" model pack. - download
Replies: 14
Views: 10139

frag.machine wrote:I am already seeing this in the next installment of Super Duper Quake... :P
now i dont really know if i should use the model anymore, it was originally made for me - lol.
by Ranger366
Tue Feb 08, 2011 7:24 pm
Forum: General Discussion
Topic: Quake 2 Mods on PSP
Replies: 6
Views: 2975

I dont know that anymore, it was somekind of "underground" forum back some years ago.
In the readme.txt was written, that if you want to play with bots, you haveto replace the gamex64.dll file with one of a Quake 2 bot.
And i even saw any other files, just the dll and the demo .pak file in the ...
by Ranger366
Tue Feb 08, 2011 6:30 pm
Forum: Modeling
Topic: "Kick" model pack. - download
Replies: 14
Views: 10139

Hmm. Can we get a bluejeans skin for it?

what a funny question.
when i made the mighty foot model by myself it had a blue jeans...
http://media.moddb.com/images/mods/1/18/17092/footattack.jpg

good work ceriux, got everything to work. well the kick animation is rotated by 90 degrees but i can ...
by Ranger366
Tue Feb 08, 2011 2:21 pm
Forum: General Discussion
Topic: Quake 2 Mods on PSP
Replies: 6
Views: 2975

I had one PSP Built of Quake 2 one time, and it was able to read the game dll. However, normally mods are loaded over an parameter (as seen on Quake PSP too...) but didnt heard of it in crowbars builts.
He modifies the EBOOT directly or something.