Search found 495 matches
- Sun Feb 06, 2011 4:08 pm
- Forum: QuakeC Programming
- Topic: Environmet based footsteps (simulator)
- Replies: 7
- Views: 1546
of course would be less work, but I do not create such a function. I think that it would have to modify the engine, or the format of the maps (a bsp like Quake 3 but with more material). Or work as half life, rather more simple. But it is achieved, this simulator works fine now, but have problems wi...
- Sun Feb 06, 2011 12:00 am
- Forum: QuakeC Programming
- Topic: Environmet based footsteps (simulator)
- Replies: 7
- Views: 1546
Problem with this is worldcraft will ignore whatever brush that has an entity tied to it. So you may get some problems/leaks in the level. I'd be careful with this. I also did something similar like this. Good tutorial nonetheless oh, never tried it because I use quake army knife. Another option is...
- Sat Feb 05, 2011 11:35 pm
- Forum: QuakeC Programming
- Topic: Environmet based footsteps (simulator)
- Replies: 7
- Views: 1546
Environmet based footsteps (simulator)
hello friends. I created a code for a function to simulate textures for the footsteps. If you walk into the normal floor, the engine plays sounds of current footsteps. But if you walk on the functions, the engine plays sounds for each function. This function is very useful for creating the necessary...
- Mon Jan 24, 2011 7:48 pm
- Forum: Modeling
- Topic: Darkplaces and models
- Replies: 7
- Views: 3390
- Mon Jan 24, 2011 3:50 pm
- Forum: Modeling
- Topic: Darkplaces and models
- Replies: 7
- Views: 3390
MD3 exporting works great - I myself use Half-Life's SMD and then use dpmodel to compile it into md3. I just like having all the animations in a separate file - so if you need to edit it - import animation, edit, export and recompile. Setting up the qc file is VERY easy. There's only 1 issue with d...
- Fri Jan 21, 2011 9:08 pm
- Forum: Modeling
- Topic: Darkplaces and models
- Replies: 7
- Views: 3390
- Fri Jan 21, 2011 1:06 pm
- Forum: Modeling
- Topic: Darkplaces and models
- Replies: 7
- Views: 3390
Darkplaces and models
Hi all, I have several models MilkShape (MS3D format) but oops, the models are too triangles to transform them into models of q2. If I use Darkplaces, what models are best format of models to use?
How to transform MS3D models to quake3 models format?
Should I use MilkShape or another program?
How to transform MS3D models to quake3 models format?
Should I use MilkShape or another program?
- Mon Jan 17, 2011 12:28 am
- Forum: Mapping
- Topic: advice for map format.
- Replies: 9
- Views: 2899
- Sun Jan 16, 2011 11:52 pm
- Forum: Mapping
- Topic: advice for map format.
- Replies: 9
- Views: 2899
- Sun Jan 16, 2011 10:26 pm
- Forum: Mapping
- Topic: advice for map format.
- Replies: 9
- Views: 2899
Re: advice for map format.
I think hlbsp maps take longer to compile. Although it has better quality, especially the transparencies (i don´t know do it in the quake maps). But it has some strange errors when I edit the entities in the map already compiled (I use the quark). For this I testing entities in the bsp quake. Then c...
- Thu Jan 13, 2011 12:53 am
- Forum: QuakeC Programming
- Topic: Static camera angles, How i do??
- Replies: 8
- Views: 1518
- Thu Jan 13, 2011 12:47 am
- Forum: QuakeC Programming
- Topic: Static camera angles, How i do??
- Replies: 8
- Views: 1518
- Wed Jan 12, 2011 9:28 pm
- Forum: QuakeC Programming
- Topic: Static camera angles, How i do??
- Replies: 8
- Views: 1518
Re: static camera angles
well basically the way i think you would do it is set up a variable for your camera and when its 0 your camera mode is normal. then have some sort of event fire and turn your camera variable to 1 which would turn your camera mod on. it could be done a lot of ways. yes but i do know create cameras, ...
- Wed Jan 12, 2011 9:26 pm
- Forum: QuakeC Programming
- Topic: Static camera angles, How i do??
- Replies: 8
- Views: 1518
static camera angles
well basically the way i think you would do it is set up a variable for your camera and when its 0 your camera mode is normal. then have some sort of event fire and turn your camera variable to 1 which would turn your camera mod on. it could be done a lot of ways. yes but i do know create cameras, ...
- Wed Jan 12, 2011 9:13 pm
- Forum: QuakeC Programming
- Topic: Static camera angles, How i do??
- Replies: 8
- Views: 1518
Static camera angles, How i do??
Hello I am new(bie), in inside 3d, But I want create the code for a trigger like the used in the "survival horror maker" from http://chrisjpage.com/?page_id=75 with the darkplaces engine. Is something like a a function called func_trigger_camera (a bsp invisible and not solid like a normal...