#122 posted by Omus on 2007/02/15 14:37:26
I see about the engines allowing external skins, and metlslime, I imagine you would use some sort of naming convention (eg: wizard_skin00.tga, wizard_skin01.tga) to support multiple additional skins in these engines.
Still, you have to include these new files somehow. I have always imagined these map hacks were useful mainly for maps that you don't want to bother zipping up properly or include a readme (speedmaps) or maps you want to run on vanilla Quake with no extra assets.
HeadThump - I know that with md2 models and some engines, you have to preserve the original paths of a model (where to look for the skin is hard-coded in the model). So if Quake 2 installs a model at: models/monsters/gladiator/tris.md2 (model) models/monsters/gladiator/gladiator.pcx (skin)
... you have to rename the files (the skin at least) and preserve these paths under a Q1 mod directory. The same may be true of Q3.
Oh Yeah..
#123 posted by Omus on 2007/02/15 14:40:28
.. sounds like when you converted your md3 to mdl, it was able to find the skin (treating it as an external skin) because mdl models aren't as fussy about paths.
Thanks Omus
#124 posted by HeadThump on 2007/02/15 15:48:59
It's been a while since I visited my little project, but I think I'll see if that possibilaty is the case.
I checked the paths at the time to see if they matched up, but I may have only done so relative to the mod path and not the models internal structure, thus missing a crucial subdirectory.
I Guess...
#125 posted by metlslime on 2007/02/15 21:08:08
the thing I'm worried about is that "replacing a texture that exists in the mdl" might be a feature of a number of engines, but it seems completely up to chance whether each implementation happens to work even when the texture isn't in the mdl file.
So you could try it, and it could work in some engines, but who knows which ones.
Omus
#126 posted by frag.machine on 2007/02/19 16:43:23
[quote]
If you have new skins you to include external files for the custom model right? In that case you might as well create a custom progs and run it as a mod.
[/quote]
Yeah, but the thread theme is about making new stuff without new progs.dat, so I believe it's still on-topic :).
Player Weapon Damage
#127 posted by ijed on 2007/02/28 22:17:58
Can I increase it with superdamagefinished as for monsters? If so how - because it'll need to be set for coop as well. I'm guessing this will be more difficult than a standard monster hack . . .
The idea is to boost the players close combat attack to make it a viable alternative to the SSG and not just the SG. And make it a choice against tougher creatures, since I've omitted knights from my pack.
I reckon about the same damage as a rocket, so two hits would kill and ogre, four a shalrath - though I'd have to playtest alot so as not to unbalence the game.
Not Without Modifying The QC
#128 posted by Lardarse on 2007/03/03 04:11:31
Also, quad wwould affect all weapons, not just the axe.
Ah Well
#129 posted by ijed on 2007/03/03 23:32:05
It was just a thought, maybe for the next time. It�d also affect alot of things, eg. it�d be easy to lose ammo backpack pickups by gibbing too many monsters.
Question
#130 posted by mechtech on 2007/04/09 04:22:58
Any way to use stuffcmd in a map ent??
Mechtech
#131 posted by JPL on 2007/04/09 08:09:50
it is possible in Quoth Pack. Just use info_command or trigger_command, and and your command in the message field. Maybe you should ask Kell or necros for further details.
Which Brings Me
#132 posted by aguirRe on 2007/04/09 11:18:11
to a bug in info_command in Quoth; there should always be a newline "\n" at the end of the string, otherwise the engine might not execute the command properly.
The Quoth doc doesn't include this information.
Bprint?
#133 posted by gulliver on 2007/06/18 23:21:44
I want to do a coop map. It would be nice if there was a way to broadcast a message to all players (like "the gate is open"). The closest thing I could find is ClientDisconnect(), but that still bprints "left the game." after the message that I put in .netname. Is there some way to hide that 2nd message? I tried flooding it off the screen but it didn't work. It just moves my message up on the console.
Sorry. I Meant ClientConnect()
#134 posted by gulliver on 2007/06/19 00:30:17
#135 posted by Lardarse on 2007/06/19 02:52:37
sprint() ?
#136 posted by Lardarse on 2007/06/19 02:53:10
Umm... bprint(), sorry
Not Sure What You're Asking, Lardarse
#137 posted by gulliver on 2007/06/19 07:09:21
Bprint is broadcast print, no?
Not An Easy One
#138 posted by Preach on 2007/06/19 09:22:22
I don't know that this one is possible. What you'd really want is a function that has the .netname bit printed *after* the rest of the text, so then you can newline all the previous lines away. However, assuming there are none in the monster files, the only such examples are in the clientobituaries, and only in the messages for client vs client deaths(for example: telefragging). So I don't think there's a way to hack those in.
Thanks, Preach
#139 posted by gulliver on 2007/06/20 00:56:06
That's about what I figured. Just wanted to check with an expert.
Progref
#140 posted by mechtech on 2008/02/09 16:58:25
Map is a group of some of the tricks found here and other places. I use it as a way to remember those info_notnull tricks. Please give it a look
and email if I missed something good.
http://www.mediamax.com/mechtech1001/Hosted/maps/progref.rar
Sounds Cool - Will Check Out L8R
#141 posted by RickyT33 on 2008/02/09 17:48:37
:D
Mechtech
#142 posted by madfox on 2008/02/09 22:46:18
Maybe it is my winrar, but I get a corrupted file.
Zip Format
#143 posted by mechtech on 2008/02/10 18:10:42
Mechtech
#144 posted by gb on 2008/02/10 23:16:27
That download seems unbelievably slow, can you put it on shub-hub or something? It stalls at 1% here repeatedly.
Last Try
#145 posted by mechtech on 2008/02/11 01:51:27
Thats Mad!!
#146 posted by RickyT33 on 2008/02/11 16:07:40
I dont know how usefull it will be, the toggleble trigger_multiple could be a usefull reference. Also the pentegram of lightning - I had a look at the map file in notepad, and it didnt really make sense to me how you managed to get all of the correct angles for each lightning bolt, but I'll have a look at it later again!!
Cheers
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