Custom Characters
#5174 posted by Preach on 2006/07/13 07:41:34
http://wiki.quakesrc.org/index.php/Quake%20Font is a list of the characters you can get in quake. I don't see � on the list, so what you might want to do is replace one of the existing characters on there with a custom graphic for �. You'll need one of the special quake utilities to edit conchars, either adquedit or fimg
http://forums.inside3d.com/viewtopic.php?p=2919
I don't know if this is how zerstorer did it, but it's possible.
#5175 posted by negke on 2006/07/13 12:00:32
those are the standard characters i was talking about. but apparently there must be more. i'm sure in zer it wasn't done by replacing any characters with custom ones. so i just figured if there is � there might be others as well.
You
#5176 posted by bambuz on 2006/07/13 12:49:01
mean the blanks in conchars.pcx in gfx.wad openable with adquedit?
Characters
#5177 posted by Preach on 2006/07/13 14:03:47
Those are the only characters quake has, the font is defined by the conchars image. I've gone and checked, and adding replacing characters is indeed how the zerstorer guys did it. If you open up gfx.wad and look at conchars, they added two o-umlauts as the last two characters of the image. I would guess that these are a good choice for a replacement. You probably don't need to replace both, best to go for the second last one.
But
#5178 posted by bambuz on 2006/07/13 14:32:40
there are lots of empty characters here and there.
Gah
#5179 posted by negke on 2006/07/13 14:51:09
ok, thanks. i didn't get it because conchars isn't displayed in texmex for some reason. worked with another program.
i'm likely not going to fiddle around with it, though.
Some Of The
#5180 posted by aguirRe on 2006/07/13 14:58:15
empty chars are used in combination with other chars by the engine to e.g. simulate a blinking cursor. Stock conchars and std engines have issues with this that e.g. the OUM conchars has "fixed" (i.e. compensated for it).
But then changed engines (e.g. DP) get problems due to overcompensation. Argh ...
Neg!ke
#5181 posted by aguirRe on 2006/07/13 15:01:26
TexMex and conchars editing is a really sorry mess.
Yeah...
#5182 posted by metlslime on 2006/07/13 15:25:10
but the problem with OUM is that they switched which char was blank and which had a cursor.
I ended up giving up on all that and I now put hard-coded cursor images into fitzquake. It sucks that mods can't customize them, but at least they are consistent to the user.
For All Of You Making QEXPO Maps...
#5183 posted by inertia on 2006/07/13 19:02:08
If anyone has a monstrous map that they need to compile, send it to me. I am setting up an ex-server that has 4 processors, and if my assumptions are correct, this will greatly speed up the compiling process compared to almost any other modern system.
Unless, of course, by some horrible circumstance, our compilers do not run on linux and do not support multiprocessor setups...
Inertia
#5184 posted by Tyrann on 2006/07/13 19:39:13
I can send you my multi-threaded vis for Linux. Works great.
Tyrann
#5185 posted by inertia on 2006/07/13 19:50:24
please do. email is in profile!
Inertia
#5186 posted by Tyrann on 2006/07/13 21:09:30
...does not appear to be there?
Tyrann
#5187 posted by inertia on 2006/07/13 23:02:23
woops. sent you an email tho'
Than
#5188 posted by Trinca on 2006/07/16 16:00:44
www.quaddicted.com/filebase/tig00.zip
i think is that u are looking...
Argh!
#5189 posted by than on 2006/07/16 20:51:05
the link didn't work. You need to put http:// in front of it for it to work.
#5190 posted by Trinca on 2006/07/17 01:28:59
http://quaddicted.com/filebase/tig00.zip
i saw author Ray and are both dm and sp i didn�t saw maps :)
Two Things
#5191 posted by aguirRe on 2006/07/17 13:25:48
Jago reported an issue with FrikQCC in late 2004 that it couldn't compile the Hipnotic QC without screwing up the Scourge/Centroid monster animations.
I just found out that this is actually caused by the hipscrge.qc file having multiple (and invalid) frame definitions. Delete the 2nd set and Frik will build properly.
Is it common knowledge that setting the engine cvar gl_nocolors 1 will significantly improve the look of players in mods with multiple player skins?
I've often wondered why some models (e.g. the mini-sub in Malice) looked different (and much worse) when looking at the player from e.g. chase_cam. It's actually the DM coloured shirts/pants logic that's being applied to skins that definitely never were intended for it.
Nice
Aguire, that's cool! I encountered that same bug recently, when I was building the codebase for pbrsp2. Weird thing is that whe I compiled using proqcc, my old go-to in qc compilers, it doesn't b0rk their animations at all. Which is what I used for the code for pbrsp1, and never saw any issue with the centroids because I never tried frikqcc with it. Maybe I can switch to it now, then.
#5193 posted by Trinca on 2006/07/18 08:22:05
i use fteqcc :) start loving it when Spike made a lot of modificacion in the compiler :)
I Like FrikQCC
#5194 posted by HeadThump on 2006/07/18 09:23:06
and Frik the man, but it is suprising that his compiler doesn't catch it as a type of recursion error. I ran into this error when working with the scourge.qc file a few weeks ago, A simple glance at the text revealed someone had a made a simple cut and paste boo boo a long time ago.
Question On HL2 Mapping
#5195 posted by Jago on 2006/07/19 07:32:54
As HL2 Source engine continues to be updated and new expansion packs are being released, how does this affect the work of a HL2 mapper?
If gfx features X and Y are introduced in HL2 Episode 1 or 2, can a mapper use those features in a standard HL2 map or will the map require the expansion pack which introduced the feature into the engine? What about new entities, sounds, textures and models?
Doubtful
#5196 posted by Blitz on 2006/07/19 08:47:18
To even have access to the content you'd need to buy the packs. If you're asking whether or not it's "legal" if someone say rips all the content from the packs and puts online for mappers to use in standalone HL2, I would say probably not. However I doubt anyone would notice if you used some textures here or there, but again I doubt anyone would take the risk of hosting the content.
Gmax?
#5197 posted by madfox on 2006/07/27 17:16:33
I am following the article of Preach about animating models on Q10Ex,
and I really enjoy it.
So strange I can't get my Gmax working.
I logged in but the programm isn't available.
They stopped supporting in it nov.2005.
Then I found it on FilePlanet, and installed it.
But it needs an Registering User ID to get it working.
I register myself to TurboSquid and I'm Welcome.
But I can't find my Registering User Id code in the email ?
I Need Some QC Help Here
#5198 posted by czg on 2006/07/29 17:00:43
blah actually I don't, but I did have a problem and had written a huge post about it, but then I managed to fix it.
The problem was with self.nextthink = time + whatever;. I thought this was perfectly fine, but apparently I was wrong. Changing it to self.nextthink = self.ltime + whatever; fixed it, but why? Nextthink is set in relation to time a lot of places in the original qc. Why wouldn't it work in my case?
What was happening for me was that the nextthink would be set to time + whatever + whatever time was the first time I referenced it;
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