Search found 237 matches

by behind_you
Wed Jun 15, 2011 6:42 am
Forum: QuakeC Programming
Topic: Tutorial: Visible bboxes
Replies: 18
Views: 17039

1. you can't rotate bboxes in quakec; if you rotate the entity the box will stay un-rotated. They are literally "axis-aligned bounding boxes" which means they are always axis-aligned

crap. well i can 'kinda' rotate them every time it turns in 90 degree intervals. stupid idea but better than ...
by behind_you
Wed Jun 15, 2011 6:38 am
Forum: Engine Programming
Topic: Any other csqc's?
Replies: 17
Views: 4836

ceriux wrote:nexuiz has some crazy looking code, i'v looked at it before.
yeah i heard. I want to see it myself, but i can't download the entire mod. Can anyone give me a link to the source?


EDIT: Thanks a lot baker, got any other sources?
by behind_you
Tue Jun 14, 2011 9:06 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11651

yeah, EF_TELEPORT_BIT was what i was talking about.

oh and a bit offtopic, but is it possible to use .colormod on individual textures? because I am designing random building models and I only want one of the model's textures to be a random color. I've done this by making it into two separate models ...
by behind_you
Tue Jun 14, 2011 8:56 am
Forum: QuakeC Programming
Topic: Tutorial: Visible bboxes
Replies: 18
Views: 17039


Because it's a gameplay change.

Ok, but modding is changing gameplay, so it's okay to rotate them server side? or am i misunderstanding?
Not in the engine, because a change in the engine is going to affect all mods, including ID1.


I c. well I'm not modding engine, just qc. So I'll mess with ...
by behind_you
Tue Jun 14, 2011 8:11 am
Forum: QuakeC Programming
Topic: Snippet
Replies: 24
Views: 8669

Snippet

I'm willing to try to restart a snippet forum. Hopefully people will post their small qc codes. Any contribution is helpful. If no one wants to contribute, I'll just keep posting stuff.

Anywho, my first contribution. This code lets you draw an empty box of any thickness for use in menuqc or csqc ...
by behind_you
Tue Jun 14, 2011 8:02 am
Forum: Engine Programming
Topic: Any other csqc's?
Replies: 17
Views: 4836

Any other csqc's?

Yes a lot have asked this question. I'm looking for a decent csqc mod to see how things are done. Anyone know any mods that are not very large in size? I'm trying to get nexuiz but I can't download a gigabyte. Anyone have the nexuiz source by itself?

I've also tried these:
Kleshik
csqctest

I'm ...
by behind_you
Tue Jun 14, 2011 7:59 am
Forum: General Discussion
Topic: song - Quake With Me / Frag With Me
Replies: 8
Views: 3399

susanexpress1 wrote:i think this song is very good.
i never knew spambots could hear...

at least your creator gave u some sort of brain (i was almost fooled)
by behind_you
Tue Jun 14, 2011 7:55 am
Forum: QuakeC Programming
Topic: returning angles in different ways
Replies: 5
Views: 1859

hmm. what are quadrants?

i could add 360 every time it hits 359. not the best way..
by behind_you
Tue Jun 14, 2011 7:53 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11651


How about making it one model with two frames of animation. In the first frame, the 'bulb' is visible and attached to the base. In the second frame you crush it down and tuck it inside the base's mesh - might look a little goofy with interpolation but it would save on model slots and make it ...
by behind_you
Tue Jun 14, 2011 7:50 am
Forum: QuakeC Programming
Topic: boning my models
Replies: 15
Views: 4640

Alright, I think I figured it out. for the self.frame i realized that in order to do a certain animation specified by the framegroups file, you must do this:

"FRAMEGROUPS file has this:"

//first frame num of frames framerate loopflag
1 10 10 0 //idle animation AKA 0
11 30 10 0//running animation ...
by behind_you
Mon Jun 13, 2011 9:13 am
Forum: QuakeC Programming
Topic: Tutorial: Visible bboxes
Replies: 18
Views: 17039

mh wrote: Because it's a gameplay change.
Ok, but modding is changing gameplay, so it's okay to rotate them server side? or am i misunderstanding?
by behind_you
Mon Jun 13, 2011 7:38 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11651

Re: Mod Request - Mapper-friendly mod with darkplaces featur


breakable light fixtures - a model entity that can be shot to destroy it and turn off the dlight

I kinda got this part working. Very hacky though. I just made the light and the breakable part two separate models. If you hit the breakable part, it vanishes, turns off the light and throws some ...
by behind_you
Mon Jun 13, 2011 6:34 am
Forum: QuakeC Programming
Topic: boning my models
Replies: 15
Views: 4640



# save the model as player.dpm
model player

# move the model this much before saving
origin 0 0 0

# rotate the model 0 degrees around vertical
rotate 0

# scale the model by this amount, 0.5 would be half size and 2.0 would be double size
scale 1

# load the mesh file, this is stored into the ...
by behind_you
Mon Jun 13, 2011 6:22 am
Forum: Programming Tutorials
Topic: Tutorial: How to do DAT menu.DAT
Replies: 13
Views: 23269

Thanks a lot! And thanks for re uploading it, feared.

People really need to share their ideas and post tutorials to make life easier for the rest of us!

EDIT: Using your link for the tutorial Feared. Thanks again!
by behind_you
Wed Jun 08, 2011 9:13 am
Forum: Programming Tutorials
Topic: Tutorial: How to do DAT menu.DAT
Replies: 13
Views: 23269

Tutorial: How to do DAT menu.DAT

[speech]Modding for quake is great because you can do just about anything you want to. However, it's extremely difficult since about 99% everything you can do with quake these days is unknown. There are hardly any tutorials that point people on the right path and newbies are left to fend for ...