Search found 232 matches

by drm_wayne
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...
by drm_wayne
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 ...
by drm_wayne
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? /* ==...
by drm_wayne
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
by drm_wayne
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..
by drm_wayne
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?
by drm_wayne
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 :D Thanks for sharing 8)
by drm_wayne
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.

Image
by drm_wayne
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...
by drm_wayne
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...
by drm_wayne
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
by drm_wayne
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 ...
by drm_wayne
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...
by drm_wayne
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...
by drm_wayne
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...