Search found 52 matches

by silverjoel
Tue Jan 25, 2011 3:11 pm
Forum: Artificial Intelligence
Topic: Entity List?
Replies: 13
Views: 21842

I haven't really messed with entity lists or waypoints. Have you looked at the tutor bot stuff?

Here's a link to adding waypoint
http://www.quakewiki.net/archives/aicaf ... ypoint.htm

Here's the page of tutorials
http://www.quakewiki.net/archives/aicaf ... l/main.htm
by silverjoel
Tue Jan 25, 2011 7:27 am
Forum: Artificial Intelligence
Topic: Entity List?
Replies: 13
Views: 21842

It actually might be something you could use. You could spawn a temporary entity at the origin of the waypoint and use it as the place to go. When you reach it, just remove it and spawn the next one.

The enemy_vis stuff can be taken out.
by silverjoel
Tue Jan 25, 2011 7:16 am
Forum: Artificial Intelligence
Topic: Entity List?
Replies: 13
Views: 21842

Have you tried something like .float MARKCHECK? That would make every true false value local to the entity.

Here's a little bit of code I made to do a tracker entity. I was sick of seeing a monster not go through a doorway and instead running along the wall on the oppisite side.

void() monster ...
by silverjoel
Tue Jan 25, 2011 5:30 am
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

The lightstyles are stored in the q3bsp. That means you could probaly store the regular light info inside it as well. It's just a matter of importing it into the q3bsp. Again, this is for Darkplaces, maybe others that support the same. Triggers for turning lights on and off can be done, again with r ...
by silverjoel
Tue Jan 25, 2011 5:17 am
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

I can prove it's possible.

http://www.mediafire.com/?gy3f1qffnn5zdk0

Here is a little test map I created. It is q3bsp and has all 12 lightstyles of regular quake(0-11). You need to use Darkplaces(possibly others) and have r_shadow_realtime_world on (set to 1).

I should mention the map name is ...
by silverjoel
Mon Jan 24, 2011 11:55 pm
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

Darkplaces supports q1bsp, hlbsp and q3bsp.
by silverjoel
Mon Jan 24, 2011 9:19 pm
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

I'm using Darkplaces as the engine. The Q3A engine doesn't matter to me. I understand it's a modified format. That's why I was asking if anyone has done it.
by silverjoel
Mon Jan 24, 2011 7:07 pm
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

Than isn't it possible to add?

Using rtlight, you can add lightstyles in q3bsp for Darkplaces, but I don't know how to turn a light on and off with a trigger. That would solve my problem if anyone has done that.
by silverjoel
Mon Jan 24, 2011 9:23 am
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

That's not true. Jedi Knight uses q3bsp and it has lightstyles from what I understand. Soldier of fortune 2 also uses lightstyles. It's not the q3bsp format, it's the light program.
by silverjoel
Mon Jan 24, 2011 8:56 am
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

q3bsp's light doesn't show up right in darkplaces. Lightstyles don't work and triggers to turn lights on and off don't work. So, I can't use q3map2. No one has adapted q1 light.exe to q3bsp?
by silverjoel
Mon Jan 24, 2011 7:39 am
Forum: Mapping
Topic: Q1 light.exe that works with q3bsps?
Replies: 16
Views: 8632

Q1 light.exe that works with q3bsps?

Just like the title says. Is there a light.exe that will work with q3bsps? It doesn't seem like quake lighting works in q3bsps. Funky stuff happens. Has anyone written a light.exe that could access q3bsps?
If not, does anyone want to?
by silverjoel
Fri Dec 10, 2010 4:36 am
Forum: Modeling
Topic: Skin on a dpm model
Replies: 0
Views: 2815

Skin on a dpm model

I converted a md5 to dpm. I just don't know how to get the skin to work for it. Does anyone know how?

This is for dp just to clarify.
by silverjoel
Thu Nov 18, 2010 1:39 am
Forum: General Discussion
Topic: Gyro vs. Twig
Replies: 6
Views: 1582

Gyro vs. Twig

I'll be honest, I don't really know how to use Twig, so I'm not sure what it's capable of. That being said, for those that do know, what is the differences between the two? Advantages? Disadvantages?

Also, are there any turtorials on Twig?
by silverjoel
Sat Nov 13, 2010 8:00 pm
Forum: Tutorial Help
Topic: Adding New Weapons
Replies: 8
Views: 20148

They have to be powers of 2. Well, if you want it to work right.