Search found 495 matches

by Nahuel
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...
by Nahuel
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...
by Nahuel
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...
by Nahuel
Mon Jan 24, 2011 7:48 pm
Forum: Modeling
Topic: Darkplaces and models
Replies: 7
Views: 3390

oh!to look at the code of some of my monsters (I'm working on a mod called WASTE hehe) is too confusing. For example there are functions that take frames from different framegroups, but i used this for a classic mdl. Until now (and running DP and winquake) have had no problems.
by Nahuel
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...
by Nahuel
Fri Jan 21, 2011 9:08 pm
Forum: Modeling
Topic: Darkplaces and models
Replies: 7
Views: 3390

ceriux wrote:if you are using milkshape its realy easy to make md3's generate the qc file (it does all the work for that) then export as md3. done.
Thanks!!!!!!!!!!!!!!!!!
by Nahuel
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?
by Nahuel
Mon Jan 17, 2011 12:28 am
Forum: Mapping
Topic: advice for map format.
Replies: 9
Views: 2899

mh wrote:
Nahuel wrote:
ceriux wrote:why not just edit your fgd so you dont have to do that?
I do not know how to edit it!! :D
Open it with a text editor.
thanks! but to place entities is hard!
by Nahuel
Sun Jan 16, 2011 11:52 pm
Forum: Mapping
Topic: advice for map format.
Replies: 9
Views: 2899

ceriux wrote:why not just edit your fgd so you dont have to do that?
I do not know how to edit it!! :D
by Nahuel
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...
by Nahuel
Thu Jan 13, 2011 12:53 am
Forum: QuakeC Programming
Topic: Static camera angles, How i do??
Replies: 8
Views: 1518

thanks for your help
by Nahuel
Thu Jan 13, 2011 12:47 am
Forum: QuakeC Programming
Topic: Static camera angles, How i do??
Replies: 8
Views: 1518

ceriux wrote:im sorry didnt understand him. i suppose his english was jumbled up. (was just trying to help)
:) :) :) :) my english is very bad, i need learn :) :)
by Nahuel
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, ...
by Nahuel
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, ...
by Nahuel
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...