ok the code is
if (loadmodel->bspversion == HL_BSPVERSION) {
int i;
loadmodel->lightdata = Hunk_AllocName(l->filelen, loadname);
// dest, source, count
memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
// Cheat!
// Run thru the lightmap data and average the colors to make it ...
Search found 54 matches
- Sat Jul 17, 2010 4:45 pm
- Forum: Programming Tutorials
- Topic: Basic Half-Life Map Support For Stock GLQuake
- Replies: 86
- Views: 46986
- Sat Jul 17, 2010 5:16 am
- Forum: Programming Tutorials
- Topic: Basic Half-Life Map Support For Stock GLQuake
- Replies: 86
- Views: 46986
- Fri Jul 16, 2010 3:21 am
- Forum: QuakeC Programming
- Topic: mutiplayer menu episode select
- Replies: 11
- Views: 2801
- Fri Jul 16, 2010 3:14 am
- Forum: QuakeC Programming
- Topic: mutiplayer menu episode select
- Replies: 11
- Views: 2801
mutiplayer menu episode select
is the code that code to modify the episode select thing for multi-player in the engine or in the quake c code?
here is a picture just to make sure you know what i mean:

here is a picture just to make sure you know what i mean:

- Fri Jul 16, 2010 12:55 am
- Forum: Programming Tutorials
- Topic: help change starting weapons
- Replies: 6
- Views: 3206
- Thu Jul 15, 2010 6:19 pm
- Forum: Programming Tutorials
- Topic: help change starting weapons
- Replies: 6
- Views: 3206
- Thu Jul 15, 2010 6:04 pm
- Forum: Programming Tutorials
- Topic: help change starting weapons
- Replies: 6
- Views: 3206
help change starting weapons
Hey just a quick question, which quake C file contains the code that tells you which weapons to start with, or is that coded into the engine?
- Thu Jul 15, 2010 2:29 am
- Forum: Programming Tutorials
- Topic: help, quake HUD customization
- Replies: 5
- Views: 3131
- Thu Jul 15, 2010 2:18 am
- Forum: Programming Tutorials
- Topic: help, quake HUD customization
- Replies: 5
- Views: 3131
help, quake HUD customization
I recently started to learn how to make quake mods and I have been trying to find out how you can modify the HUD. It would be great help if someone could tell me how its done, because I have been looking through the quake QC files and i can't find anything that has to do with the HUD.