Categories

A sample text widget

Etiam pulvinar consectetur dolor sed malesuada. Ut convallis euismod dolor nec pretium. Nunc ut tristique massa.

Nam sodales mi vitae dolor ullamcorper et vulputate enim accumsan. Morbi orci magna, tincidunt vitae molestie nec, molestie at mi. Nulla nulla lorem, suscipit in posuere in, interdum non magna.

The Movie Title, Psion Fix + spam

OMC ponders over the importance of a good title for the upcoming Rock2ober 2015 movie, The a (psion) bug gets fixed, and the fake ‘Adonis Paradise’ spam, some people have been receiving . . . → Read More

AGR in 2016!!

OneManClan says a (belated) Happy New Year and (tries to) explain the delay in the Rock2ober 2015 movie . . . → Read More

FTE pointers (FTE_MEMALLOC)

To create an array of pointers.

1. Create a type of variable called a ‘floatptr’:

typedef float *floatptr; // a pointer to a float

2. Make it a .field (ie all entitites get one … BUT… ONLY the entities which need an array get memory allocated for one!)

.floatptr route_table;

3. Entity foo needs . . . → Read More

Absolute beginners guide to (CSQC) hats

[url=https://flic.kr/p/rFkx8w][img]https://farm9.staticflickr.com/8644/16854074392_7672626afe_n.jpg[/img][/url] [size=150]PREFACE[/size] DISCLAIMER: I’m still figuring all this out, and I barely know what I’m doing, so apologies in advance for any inaccuracies in the following ‘beginner friendly’ explanations. Rather than have this sit on my hard drive until it’s ‘perfect’ (ie never), and since the following method DOES ACTUALLY WORK, why not have . . . → Read More

Absolute beginners guide to shaders

[color=#0080FF][Update July 2015: added extra commands to help w debugging in notes section][/color]

[BIG FAT DISCLAIMER: I’m a beginner to this, so I *barely* know what I’m doing. I’ve checked with Spike and GB (thanks HEAPS guys!!), so if the following is wrong, it’s not [i]insanely[/i] wrong. I’ll be constantly editing this page as . . . → Read More

Debugging w FTE

1. set sv_cheats to ‘1’

2. To get a complete list (dump) of current entities, (as well as globals) with all their variables: ‘savegame foo’ (this saves a text file called ‘modname/saves/foo.lvc’) [Spoike: I’d suggest the savegame_legacy command due to it being a simpler format, but meh, deathmatch mod.]

3. open foo.lvc and, and . . . → Read More

StepByStep: Realtime lighting

What DO I need? 1. latest fte  2. Download the latest csaddon.dat, and put it in \id1 3. Put your *.map file in \id1\maps 4. wad file ?

1 run quake 2 single player -> new game 3 load your map file “map foo” 4 bind x toggle ca_show

when youre finished editing, hit . . . → Read More

StepbyStep: Changing the Plaques

edit conchars.png and put it in \Quake\id1\gfx

=========

fonts, conback, icons [17:33] yeah, thats all fairly easy stuff [17:34] not to downplay his accomplishments. he’s done some really great work, and his art is great 01[17:34] ive been reading i3d posts for YEARS and have no memory of any discussion on changing fonts [17:34] . . . → Read More

skeletal animation by Spike

==============

INTRO

(http://quakeone.com/166456-post22.html)

in theory, just create a skeletal object compatible with your model, set up the various frame fields on your entity and then call skel_build. then do it again with a different range of bones. yes, this means you need to ensure that your model editor does not re-order bones and stuff . . . → Read More

StepByStep: Spoike Notes: CSQC iqm animation

setatt<OneManClan> YES it animates it <Spoike> automatically? <OneManClan> yes <Spoike> then you fucked up. <OneManClan> i exported it with Loop = 1 <Spoike> exactly. you put everything into a single animation <Spoike> .frame selects the animation <Spoike> .frame1time selects the time offset within that animation <Spoike> .frame2 selects the alternative animation <Spoike> .frame2time selects . . . → Read More