Search found 232 matches
- 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...
- 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??
its rotated and i cant see the viewmodel ingame. Is there seriously no option to turn that off??
- 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
EDIT: nvm, i fixed it
- 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...
- 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
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
- 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.
you can also try to upload all 8bpp paltextures to the PSPGU with the built-in DXT compressor,
this will save alot of ram.
- 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...
- 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 :/
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 :/
- 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).
The md3 models worked as both for 1st and 3rd person (the players view was glued to a md3 tag).
- 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...
- 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...
- 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 ...
- 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.
- 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?
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?
- 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"..
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"..