Search found 54 matches
- Wed Jul 21, 2010 4:47 am
- Forum: Engine Programming
- Topic: glquake werid model texture thing
- Replies: 1
- Views: 854
- 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 ...
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 ...
- Tue Jul 20, 2010 11:40 pm
- Forum: Engine Programming
- Topic: help compiling quakeGX Wii
- Replies: 16
- Views: 4154
- Tue Jul 20, 2010 5:31 am
- Forum: Engine Programming
- Topic: help compiling quakeGX Wii
- Replies: 16
- Views: 4154
- 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 ...
- Tue Jul 20, 2010 12:38 am
- Forum: Engine Programming
- Topic: help compiling quakeGX Wii
- Replies: 16
- Views: 4154
- Mon Jul 19, 2010 9:10 pm
- Forum: Engine Programming
- Topic: help compiling quakeGX Wii
- Replies: 16
- Views: 4154
- Mon Jul 19, 2010 7:39 pm
- Forum: Engine Programming
- Topic: help compiling quakeGX Wii
- Replies: 16
- Views: 4154
- 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 ...
heres a link to the source code:
http://code.google.com/p/quake ...
- 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:
but that doesn't seem to work, can someone tell me how im supposed to divide it?
Code: Select all
if(loadmodel->bspversion == HL_BSPVERSION) {
msurface_t / 3;
}
- Sun Jul 18, 2010 2:47 am
- Forum: Programming Tutorials
- Topic: Basic Half-Life Map Support For Stock GLQuake
- Replies: 86
- Views: 46986
- Sun Jul 18, 2010 1:21 am
- Forum: Programming Tutorials
- Topic: Basic Half-Life Map Support For Stock GLQuake
- Replies: 86
- Views: 46986
- Sun Jul 18, 2010 12:27 am
- Forum: Engine Programming
- Topic: werid model thing
- Replies: 3
- Views: 1163
- 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:

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

does anyone know why it does this or how to fix this?

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

does anyone know why it does this or how to fix this?
- 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:
lines of code after that.
Code: Select all
loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname);
memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
}