Search found 514 matches
- Sun Sep 02, 2012 2:05 am
- Forum: QuakeC Programming
- Topic: Checking if an entity is within a players view
- Replies: 13
- Views: 5158
Re: Checking if an entity is within a players view
That's not what I'm trying to do haha. That checks around the player. With that code, the rocket could be behind the player and still detect it. I'm thinking something more like fisible from frikbots but from the perspective of the players v_angle detecting what the player can actually see.
- Sun Sep 02, 2012 12:29 am
- Forum: QuakeC Programming
- Topic: Checking if an entity is within a players view
- Replies: 13
- Views: 5158
Checking if an entity is within a players view
Im having troubles on how I would code it to check if a certain entity is within the current viewing angles of the player. anyone mind pointing me in the right direction? And if Im a little unclear, let me explain.
Your the player. Say theres a rocket launcher on the ground. How could you check and ...
Your the player. Say theres a rocket launcher on the ground. How could you check and ...
- Sat Sep 01, 2012 2:49 pm
- Forum: Mapping
- Topic: Quake 3 BSP skyboxes?
- Replies: 4
- Views: 3460
Re: Quake 3 BSP skyboxes?
While Im on topic, how exactly do I create a cloud layer? I thought I was doing it right but I guess not. And my skybox doesn't show up automatically either, I have to load it through the console "loadsky sky_"
textures/map1/map1_skybox
{
qer_editorimage textures/map1/sky1.tga
surfaceparm ...
textures/map1/map1_skybox
{
qer_editorimage textures/map1/sky1.tga
surfaceparm ...
- Sat Sep 01, 2012 2:12 pm
- Forum: Mapping
- Topic: Quake 3 BSP skyboxes?
- Replies: 4
- Views: 3460
Re: Quake 3 BSP skyboxes?
I tried your shader as well and applied it and its still nothing but a black box... Im wondering if theres something more I need to do with creating a box around my map. Do I need to just apply the shader on the inner faces, and apply something else on the outer faces?
EDIT: My bad haha. I just had ...
EDIT: My bad haha. I just had ...
- Sat Sep 01, 2012 8:15 am
- Forum: Mapping
- Topic: Quake 3 BSP skyboxes?
- Replies: 4
- Views: 3460
Quake 3 BSP skyboxes?
Im having quite a bit of troubles getting a skybox to show up! I have a hollowed box around my map with a shader named map1_sky.
Then my shader looks like this:
textures/map1/map1_skybox1
{
qer_editorimage textures/map1/sky1.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map ...
Then my shader looks like this:
textures/map1/map1_skybox1
{
qer_editorimage textures/map1/sky1.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map ...
- Thu Aug 30, 2012 4:43 am
- Forum: QuakeC Programming
- Topic: Possible to rotate entity bounding box?
- Replies: 1
- Views: 1849
Possible to rotate entity bounding box?
Is this possible in Darkplaces?
- Sat Aug 25, 2012 4:55 pm
- Forum: Modeling
- Topic: Blender 2.63a md3 exporter: +Tags
- Replies: 2
- Views: 3416
Re: Blender 2.63a md3 exporter: +Tags
No I never even heard of them haha. I put it on katsbits though! And no problem haha.
- Sat Aug 25, 2012 3:18 am
- Forum: Modeling
- Topic: Blender 2.63a md3 exporter: +Tags
- Replies: 2
- Views: 3416
Blender 2.63a md3 exporter: +Tags
Hey all,
If anyone uses md3 and the newest blender(2.63a), you may have noticed an issue when exporting tags and the program erroring out. Well through trial and error, I fixed the tag export issue and tags are now exportable! I thought I'd share it with anyone using md3 and the latest blender ...
If anyone uses md3 and the newest blender(2.63a), you may have noticed an issue when exporting tags and the program erroring out. Well through trial and error, I fixed the tag export issue and tags are now exportable! I thought I'd share it with anyone using md3 and the latest blender ...
- Thu Aug 23, 2012 9:38 pm
- Forum: Modeling
- Topic: Blender 2.59 Export scripts?
- Replies: 3
- Views: 3543
Re: Blender 2.59 Export scripts?
No I'm not looking for mdl. I was looking for .md3 but goldenboys link set me in the right direction. I upgraded to 2.63a of Blender and it works fine for the most part. Tags on .md3 cause an error with the latest blender, but everything else works fine.
- Wed Aug 22, 2012 6:25 am
- Forum: Modeling
- Topic: Blender 2.59 Export scripts?
- Replies: 3
- Views: 3543
Blender 2.59 Export scripts?
I am having a hard time finding .Md3 export scripts for blender 2.59. Do they exist for anything but Blender 2.49? I have done alot of searching and haven't found anything.
- Mon Aug 13, 2012 6:53 am
- Forum: Artificial Intelligence
- Topic: Draw direct path from AI to target?
- Replies: 2
- Views: 14691
Re: Draw direct path from AI to target?
Thanks Spike! I was looking at Routing haha.
I had a very rough idea of Dijkstras algorithm in my head, but it wasn't as useful.
I had a very rough idea of Dijkstras algorithm in my head, but it wasn't as useful.
- Mon Aug 13, 2012 1:22 am
- Forum: Artificial Intelligence
- Topic: Draw direct path from AI to target?
- Replies: 2
- Views: 14691
Draw direct path from AI to target?
I have been racking my brain for several days trying to come up with the BEST method of doing this. So far, I have failed to do a DIRECT path from the waypoint closet to the target, making a path to the AI in a map.
My current code for making a path.
void(entity l1, entity l2, entity client) Ai ...
My current code for making a path.
void(entity l1, entity l2, entity client) Ai ...
- Wed Aug 08, 2012 5:58 pm
- Forum: Engine Programming
- Topic: Darkplaces File system not working?
- Replies: 5
- Views: 1796
Re: Darkplaces File system not working?
Alright I tried Mh's userdir idea and it worked. I mapped the game out to my current directory but I feel like this will limit the game to my computer.
Augustine -window -listen 8 -userdir C:/users/Tevin/Dropbox/Augustine/Augustine/
EDIT: I tested this and it worked.
-userdir augustine\
But ...
Augustine -window -listen 8 -userdir C:/users/Tevin/Dropbox/Augustine/Augustine/
EDIT: I tested this and it worked.
-userdir augustine\
But ...
- Wed Aug 08, 2012 4:59 pm
- Forum: Engine Programming
- Topic: Darkplaces File system not working?
- Replies: 5
- Views: 1796
Re: Darkplaces File system not working?
Does that generate a log file in the directory of the game?
Also, Just to note, my last darkplaces build had some heavy HUD code and a completely new menu, and it works just fine. But when I update it, and stick in the old Quake menu and HUD files, it doesn't say its missing unlocatable data or ...
Also, Just to note, my last darkplaces build had some heavy HUD code and a completely new menu, and it works just fine. But when I update it, and stick in the old Quake menu and HUD files, it doesn't say its missing unlocatable data or ...
- Wed Aug 08, 2012 4:35 pm
- Forum: Engine Programming
- Topic: Darkplaces File system not working?
- Replies: 5
- Views: 1796
Darkplaces File system not working?
Hey all. I recently updated my Darkplaces engine to a newer build (Because the one I have been using is very outdated. Don't even know how I got it.), and I've been spending the last few days trying to fix what should be an easy problem. Basically My problem is that almost nothing involving text ...