Search found 49 matches

by Rikku2000
Fri Jan 20, 2012 12:46 pm
Forum: Programming Tutorials
Topic: Simple Cusom Maplist
Replies: 7
Views: 5193

Simple Cusom Maplist

Here my code for a Simple Custom Maplist for Quake

First we have to define the new menu, add m_maplist after m_gameoptions
in the enum {...}

now we define the menu voids:
void M_Menu_MapList_f (void);
void M_MapList_Draw (void);
void M_MapList_Key (int key);

so at first we have defined all new ...
by Rikku2000
Sun Dec 25, 2011 12:32 pm
Forum: Programming Tutorials
Topic: Add Date and Time to Menu
Replies: 1
Views: 3647

Add Date and Time to Menu

Just create 2 files called time.c and time.h

http://250kb.de/u/111225/j/t/jZCvW7ZswYRW.gif

time.h: #ifndef __TIME_H__
#define __TIME_H__

int Time_Draw ();

#endif
time.c: #include <fcntl.h>
#include <unistd.h>
#include <time.h>

#include "quakedef.h"

int Time_Draw () {
time_t current_time ...
by Rikku2000
Mon May 02, 2011 10:24 pm
Forum: QuakeC Programming
Topic: Mirror Textures
Replies: 9
Views: 2919

if (Q_strncmp(cl.worldmodel->textures ->name,"window02_1",10)) {
mirrortexturenum = i;
} else if (Q_strncmp(cl.worldmodel->textures ->name,"window01_1",10)) {
mirrortexturenum = i;
} else if (Q_strncmp(cl.worldmodel->textures ->name,"window01_2",10)) {
mirrortexturenum = i;
} else if (Q ...
by Rikku2000
Mon May 02, 2011 8:17 am
Forum: QuakeC Programming
Topic: Mirror Textures
Replies: 9
Views: 2919

i will try, thanks.

PS: i use my own Quake engine for handheld devices.
by Rikku2000
Mon May 02, 2011 7:43 am
Forum: QuakeC Programming
Topic: Mirror Textures
Replies: 9
Views: 2919

hmm i dont know... but the if i use without all the else ifs i can mirrow the texture
by Rikku2000
Mon May 02, 2011 7:21 am
Forum: QuakeC Programming
Topic: Mirror Textures
Replies: 9
Views: 2919

Mirror Textures

Hey guys i want add some Mirror Textures in my Quake Engine so i have a look into the gl_rmisc.c and add some code: if (Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10))
mirrortexturenum = i;
else if (Q_strncmp(cl.worldmodel->textures[i]->name,"window01_1",10))
mirrortexturenum = i ...
by Rikku2000
Wed Feb 09, 2011 9:11 pm
Forum: General Programming
Topic: Custom Player models?
Replies: 8
Views: 4194

yes you are right frag.machine hmm but what is wen i precache the monster models as player models.
by Rikku2000
Sun Feb 06, 2011 2:05 pm
Forum: General Programming
Topic: Custom Player models?
Replies: 8
Views: 4194

hmm, okey thanks.
by Rikku2000
Sun Feb 06, 2011 1:28 pm
Forum: General Programming
Topic: Custom Player models?
Replies: 8
Views: 4194

Custom Player models?

Its posible to add custom player models into quake like Half-Life so that i can choice diferent player models?

Maybe in here:
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");

so maybe edit it to use custom models like that:
Q_strncpyz (playermodel, cl_playermodel.string, sizeof ...
by Rikku2000
Sun Jan 30, 2011 8:50 pm
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

I thing it will work a and i edit the WAD3 Convertion its from Tomaz Quake: static byte *ConvertWad3ToRGBA(miptex_t *tex) {
byte *in, *data, *out, *pal;
int d, p;

in = (byte *)((int) tex + tex->offsets[0]);
data = out = malloc(tex->width * tex->height * 4);

if (!data)
return NULL;

pal = in ...
by Rikku2000
Sun Jan 30, 2011 8:26 pm
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

The last color of the 255 palett in most hl textures is it the BLUE color
by Rikku2000
Sun Jan 30, 2011 4:34 pm
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

Okey i have a way to add Alpha channel:

Go to "Mod_LoadTextures" and before add:
qboolean hl_map;

then go to the line: "if (loadmodel->bspversion == HL_BSPVERSION) { ..." and add here after "byte *data;":
tx->transparent = false;
hl_map = true;

in "if ((data = WAD3_LoadTexture(mt))) {"
you ...
by Rikku2000
Fri Jan 28, 2011 10:54 pm
Forum: Mapping
Topic: FitzQuake - tga's - and transparency
Replies: 14
Views: 6310

you can use PaintNet i use it for HL2 textures
by Rikku2000
Fri Jan 28, 2011 10:09 pm
Forum: Mapping
Topic: FitzQuake - tga's - and transparency
Replies: 14
Views: 6310

hmm maybe its work. Dont know but here is an tut for tga:

http://paulyg.f2s.com/prog8.htm

Image Image
by Rikku2000
Fri Jan 28, 2011 9:37 pm
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 46986

what about alpha textures?

Image