i was poking around editing some QuakeC source to realize my ambition of making a Megaman X themed total conversion, when I got to thinking -
is there any way to extend the mechanism for TE_ types in defs.c?
Lines like this are what I mean
Code: Select all
float TE_SPIKE = 0;
float TE_SUPERSPIKE = 1;
float TE_GUNSHOT = 2;
float TE_EXPLOSION = 3;
float TE_TAREXPLOSION = 4;
float TE_LIGHTNING1 = 5;
float TE_LIGHTNING2 = 6;
float TE_WIZSPIKE = 7;
float TE_KNIGHTSPIKE = 8;
float TE_LIGHTNING3 = 9;
float TE_LAVASPLASH = 10;
float TE_TELEPORT = 11;
the idea is to make a completely new set of types without overwriting the existing Quake engine parameters, but I'm not sure if that's possible!
Here's what I've been working on so far, just messing around
http://harbl.humblefool.net/megamanx-quake.zip
here's a couple pics of the arm model in darkplaces
map fiendspike
r_fullbright 1
![Image](http://img487.imageshack.us/img487/9871/darkplaces2jc5.jpg)
map fiendspike
r_fullbright 0
![Image](http://img295.imageshack.us/img295/6669/darkplaces1rg9.jpg)
any help appreciated[/code]