Search found 232 matches

by drm_wayne
Sat Mar 04, 2017 6:05 pm
Forum: Modeling
Topic: IQM Converter - model rotated?
Replies: 5
Views: 7325

Re: IQM Converter - model rotated?

nvm, it seems to be broken with smds... This is totally useless...
by drm_wayne
Sat Mar 04, 2017 6:57 am
Forum: Modeling
Topic: IQM Converter - model rotated?
Replies: 5
Views: 7325

IQM Converter - model rotated?

I dont know why its doing it, but when i try to convert my models from SMD to IQM the exported model is not in the right position,
its rotated and i cant see the viewmodel ingame. Is there seriously no option to turn that off??
by drm_wayne
Mon Dec 05, 2016 12:26 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 420162

Re: FitzQuake Mark V - Easy to compile and ...

I cant compile this with CodeBlocks under Win7, i get tons of error messages....
EDIT: nvm, i fixed it :P
by drm_wayne
Fri Jul 29, 2016 2:36 pm
Forum: QuakeC Programming
Topic: newest fteqccgui breaks my bots
Replies: 1
Views: 3018

newest fteqccgui breaks my bots

i noticed various glitches and bugs with the newest fteqccgui (build Jul 26 2016) when i try to connect a bot. Im using some code the old rankings.qc to get bots on the sbar scoreboard (qc bots, standard netquake qc), and with the older fteqccgui from Feb 15 2016 this bugs are not there. It would be...
by drm_wayne
Mon May 09, 2016 5:20 pm
Forum: CSQC Programming
Topic: CSQC questions
Replies: 3
Views: 3410

Re: CSQC questions

i remember theres an example for iqm playermodels and weapons somewhere (maybe here or quakeone.com)..
HLMDL is shit, i dont suggest to use it with fte, i tried it and it sucks xD..

Also this could be helpfull for fte games:

https://github.com/shpuld/CleanQC4FTE
by drm_wayne
Tue Mar 08, 2016 8:54 am
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3681

Re: Mysterious Black Pixels

glad i could help ;)

you can also try to upload all 8bpp paltextures to the PSPGU with the built-in DXT compressor,
this will save alot of ram.
by drm_wayne
Thu Dec 10, 2015 8:00 am
Forum: Mapping
Topic: The TrenchBroom Level Editor for Quake
Replies: 143
Views: 130373

Re: The TrenchBroom Level Editor for Quake

I started using this editor just 2 days ago, and i already loving it :D My workflow is already really fast, and i dont really miss the 2d views (i used Worldcraft for years). :D I also love you dont need to work with "weird formats (RMF etc..)", and "Quake Adapter hacks" :D There...
by drm_wayne
Wed Nov 04, 2015 8:21 am
Forum: CSQC Programming
Topic: ScratchCSQC?
Replies: 23
Views: 13197

Re: ScratchCSQC?

Has anybody made something out of shpulds baseqc?
For some reason i cant get viewmodels get to work... i replaced the pistol.iqm with my own md3,
but it doesnt show up ingame :/
by drm_wayne
Sun Nov 01, 2015 9:58 pm
Forum: QuakeC Programming
Topic: Weapons using player model
Replies: 10
Views: 6241

Re: Weapons using player model

i remember some mod called "super torso" which has exactly that what you want using MD3 models and setattachment.
The md3 models worked as both for 1st and 3rd person (the players view was glued to a md3 tag).
by drm_wayne
Wed Aug 26, 2015 8:27 am
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3681

Re: Mysterious Black Pixels

It has nothing to do with fullbright, i already found the issue. Its in the textureloader function called from HLBSP (GL_LoadPalTex), caused by "texture.palette[255] = 0". This should be only used for "{" textures, and not for regular textureimages. The engine author was really l...
by drm_wayne
Tue Aug 25, 2015 3:53 pm
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3681

Re: Mysterious Black Pixels

Kurok was the first engine who fucked this up for having transparency on the last color on map textures, it seems also affect the HLBSP loader. Its not an compression artefact, since DQuake only compresses truecolor images to DXT5. I looked at the DQuake src and i found this in VID_SetPalette (video...
by drm_wayne
Tue Aug 11, 2015 6:11 am
Forum: Programming Tutorials
Topic: Engine Side Footsteps
Replies: 27
Views: 15500

Re: Engine Side Footsteps

Heres what i have (supports 7 different surface types:) Needs modified if you want to use the Quakeguy (this has been modified for custom player model) /* ================== CL_Footsteps Stuff ================== */ #define SURFACE_NORMAL 0 // Generic Stone #define SURFACE_CARPET 1 // Carpet #define ...
by drm_wayne
Thu Aug 06, 2015 9:45 pm
Forum: Programming Tutorials
Topic: Engine Side Footsteps
Replies: 27
Views: 15500

Re: Engine Side Footsteps

Thanks, i will try it. And yes in qc its easier. :mrgreen:
by drm_wayne
Thu Aug 06, 2015 12:28 pm
Forum: Programming Tutorials
Topic: Engine Side Footsteps
Replies: 27
Views: 15500

Re: Engine Side Footsteps

Those footsteps are working fine for Quake, but i adapted the code to another mod which seems to use Halfllife
player hullsizes and the footsptes dont play (they only play if you crouch -.-), also this seems not to work with the shamber.
What do i need to change to make them play?
by drm_wayne
Thu Jul 30, 2015 12:30 pm
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 5974

Re: 16 bit MDL models?

Update: seems like the code for loading was always right, but i dont have a clue how to acces the 16 bit data when drawing the model...

It seems like the MD16 format is some kind of "backwards compatible", because no matter what i do i still get an ughly "MDL styled model"..