Search found 54 matches

by Hazematman
Wed Jul 21, 2010 4:47 am
Forum: Engine Programming
Topic: glquake werid model texture thing
Replies: 1
Views: 854

never mind this I found the problem it was a modeling error.
by Hazematman
Wed Jul 21, 2010 3:08 am
Forum: Engine Programming
Topic: glquake werid model texture thing
Replies: 1
Views: 854

glquake werid model texture thing

when I run my mod in winquake my model looks like this:

http://img341.imageshack.us/img341/7060/mgsoft.png

but when I run my mod in glquake it looks like this:

http://img824.imageshack.us/img824/5365/mggl.png

as you can see the texure is messed up on glquake, does anyone have any idea on how ...
by Hazematman
Tue Jul 20, 2010 11:40 pm
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

Ok, after even more research I finally found out how to compile quakegx for wii properly

step 1. Download the quakeGX source code from here: http://code.google.com/p/quake-gamecube/source/checkout

step 2. Create a msvc 2008 make file project for the source code. The .sln file should go here ...
by Hazematman
Tue Jul 20, 2010 5:31 am
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

Fodquake looks like it could be good, but I can't find the version of it that works with wii.
by Hazematman
Tue Jul 20, 2010 4:11 am
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

after much research I found out that the quakeGX source didn't compile well, which may be due to the wrong makefile. So I was looking around and I found the q1rev engine, which apparently is not as good as quakeGX but at least the source code compiles well without any needed modification. You can ...
by Hazematman
Tue Jul 20, 2010 12:38 am
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

ok after using msvc 2008 i got myself to a build log like this

1>------ Build started: Project: quakewii, Configuration: Debug Win32 ------
1>Performing Makefile project actions
1>make -f Makefile.wii
1>make[1]: Entering directory `/e/quakesource/quake-wii/build/wii'
1>linking ... QuakeGX.elf
1>e ...
by Hazematman
Mon Jul 19, 2010 9:10 pm
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

ok, thanks for starting to help me with this, at first i was using the devkitpro compiler, but now i switched to the mscv 2008, becuase it just seemed easier. oh my operating system is windows xp professional
by Hazematman
Mon Jul 19, 2010 7:39 pm
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

ok if anyone can't help me with that, does anyone know if there is a wii port of quake that is easier to compile?
by Hazematman
Mon Jul 19, 2010 6:14 am
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

help compiling quakeGX Wii

does anyone know how to properly compile the quakeGX wii port source code? I have been trying to use devkitppc but im always getting a bunch of errors. If anyone knows how to do this right it would be much appreciated if you told me.

heres a link to the source code:
http://code.google.com/p/quake ...
by Hazematman
Sun Jul 18, 2010 4:39 am
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

ok I searched all the source code and msurface_t is used, but how would I divide it by 3. My thoughts are something like this:

Code: Select all

if(loadmodel->bspversion == HL_BSPVERSION) {
	msurface_t / 3;
}
but that doesn't seem to work, can someone tell me how im supposed to divide it?
by Hazematman
Sun Jul 18, 2010 2:47 am
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

Im not entirely sure what what you mean. its winquake being compile under GL release (I believe). but if I do a project search I can find two places where lightofs is used.
by Hazematman
Sun Jul 18, 2010 1:21 am
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

Im trying to do spike's fix and I can get the first part done fine but I can't find the msurface_t lightofs field to divide by 3. Can anyone show me what to do?
by Hazematman
Sun Jul 18, 2010 12:27 am
Forum: Engine Programming
Topic: werid model thing
Replies: 3
Views: 1163

Ok thanks I deleted the file and now my models are working! :D
ya I have to say my pistol is pretty awesome.
PS: you should see my shotgun :P
by Hazematman
Sat Jul 17, 2010 11:59 pm
Forum: Engine Programming
Topic: werid model thing
Replies: 3
Views: 1163

werid model thing

When I run my mod in winquake my pistol looks like this:

Image

but when I run my mod in qlquake it does this with my model:

Image

does anyone know why it does this or how to fix this?
by Hazematman
Sat Jul 17, 2010 7:08 pm
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

ok thanks I found the problem, I was missing this:

Code: Select all

loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname); 
memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen); 
}
lines of code after that.