Search found 232 matches
- Wed Jun 24, 2015 12:43 pm
- Forum: Engine Programming
- Topic: 16 bit MDL models?
- Replies: 33
- Views: 6247
16 bit MDL models?
Im curious, the blender script for quake models seems to have a 16bit option. After exporting with the 16bit option enabled the header seems to be different.ß How can i enable support for this format in my engine (im using joequake). (i guess it needs more than just support for the MDMD16 header). G...
- Thu Feb 26, 2015 5:36 pm
- Forum: Engine Programming
- Topic: Problems with MD3 loader
- Replies: 4
- Views: 1689
Re: Problems with MD3 loader
hmm i see i tried to make something that is way above my poor coding skills.. The original code is from Qrack, and it takes too long to load MD3 models when its on to calculate the normals (In time, you can get married, buy a house, get 2 children and choose a grave stone.) :lol: I wodner if theres ...
- Thu Feb 26, 2015 3:15 pm
- Forum: Engine Programming
- Topic: Problems with MD3 loader
- Replies: 4
- Views: 1689
Problems with MD3 loader
I have some trouble with my MD3 loader (based on Qracks MD3 loader).. I added a code to dump the normals to a external file (because they take kinda long to load), but it looks like theres something wrong. Its just crashing when it comes to dump the md3 normalfile. Can anybody see whats wrong? /* ==...
- Fri Jan 09, 2015 11:22 am
- Forum: Mapping
- Topic: Jackhammer Editor
- Replies: 0
- Views: 27813
Jackhammer Editor
The new Jackhammer supports now Q3 Map making which seems to be really awesome!
It has an included shader editor
But for some reason when exporting to q3map2 all textures are aligned wrong..
http://www.moddb.com/groups/jackhammer- ... vel-editor
It has an included shader editor
But for some reason when exporting to q3map2 all textures are aligned wrong..
http://www.moddb.com/groups/jackhammer- ... vel-editor
- Fri Nov 28, 2014 2:06 pm
- Forum: General Discussion
- Topic: QuakeOne forums under attack?
- Replies: 6
- Views: 2401
Re: QuakeOne forums under attack?
Same here, Firefox said it was reported as attacking website..
- Wed Nov 19, 2014 1:03 pm
- Forum: Mapping
- Topic: Quick Guide: q1 map to q3 bsp
- Replies: 4
- Views: 6205
Re: Quick Guide: q1 map to q3 bsp
Quark is the biggest crap i ever seen...
Also for some reason that stupid tool switches to "Quake 1" mode when importing a map, wtf?
Also for some reason that stupid tool switches to "Quake 1" mode when importing a map, wtf?
- Tue Oct 14, 2014 2:54 pm
- Forum: QuakeC Programming
- Topic: Creepcam Chasecam
- Replies: 5
- Views: 2427
Re: Creepcam Chasecam
ahh cool, this cam rocks Thanks for sharing
- Mon Sep 22, 2014 10:12 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123161
Re: What are you working on?
added combat code for regular quake and a better waypoint rendering using
a QMB bubble to the engineside bot "Tsumi to Botsu" from rich whitehouse,
which was only for the quake mod Slide.
a QMB bubble to the engineside bot "Tsumi to Botsu" from rich whitehouse,
which was only for the quake mod Slide.
- Thu Sep 04, 2014 10:06 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 13392
Re: The Dijkstra Project
was the Omicron bot source ever released? Because they are really smart. atm i am using an customized bot based on "Globot" with basic waypoint navigation hardwired in my engine, they work fine for me atm, but they are not really "portable" to other engines. ofc its easier to cop...
- Tue Sep 02, 2014 11:19 am
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 13392
Re: The Dijkstra Project
Is c0burn's source avaiable? I made an custom bot back in the days with waypoint navigation, and if the bot sees the player he will start moving and attacking the player. Also i added the "tracker system" from aicafe, so if the player walks around a corner / thru a teleporter the bot / ene...
- Wed Aug 27, 2014 5:02 pm
- Forum: Engine Programming
- Topic: using unused cvars for mods?
- Replies: 5
- Views: 1810
Re: using unused cvars for mods?
well i want to add a custom menu where the player can choose their starting layout in a multiplayer match..
so i can use the saved1 etc.. or did i need to add a new one?
I dont want everybody have the same layout xD
so i can use the saved1 etc.. or did i need to add a new one?
I dont want everybody have the same layout xD
- Tue Aug 26, 2014 4:05 pm
- Forum: Modeling
- Topic: Quake MDL vs MD2...
- Replies: 13
- Views: 9040
Re: Quake MDL vs MD2...
In short, if you like working with smd files as your export medium, steer clear of iqm. I have to say i got a headache when i tried to make an IQM (impossible Quake Model haha), my models are always fucked... :? The Darkplaces DPM worked like a charm with my SMDs... :D About MDL/MD2: im only using ...
- Tue Aug 26, 2014 3:59 pm
- Forum: Engine Programming
- Topic: using unused cvars for mods?
- Replies: 5
- Views: 1810
using unused cvars for mods?
Hey, I found a few unused cvars in Quake like "saved1", saved2" etc, and im currently wondering if i can use them for a mod but i have a few questions: - The cvar gets saved to the config, so is it a client side cvar? - Can i use it for setting custom start weapons or teams? If yes it...
- Sat Aug 09, 2014 7:39 pm
- Forum: Modeling
- Topic: Quake MDL vs MD2...
- Replies: 13
- Views: 9040
Re: Quake MDL vs MD2...
nope, exported from the SAME MODELINGPROGRAM...
- Thu Aug 07, 2014 6:18 pm
- Forum: Modeling
- Topic: Quake MDL vs MD2...
- Replies: 13
- Views: 9040
Re: Quake MDL vs MD2...
this means that if your model moves/resizes then *EVERY SINGLE VERTEX* must move in order to stay aligned on the byte grid. This is really horrible, i have a reload loop on a rifle where the player holds the rifle and inserts bullets.. With MDL it looks good but with md2 everything seems to be made...