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* Recent Posts
AI tutorials from AI Cafe by qbismSU
[March 11, 2010, 12:49:37 AM]


NetRadiant setup for Quake 1 by qbismSU
[March 10, 2010, 01:25:17 PM]


Re: Kmquake2 lava monster by xaGe
[February 17, 2010, 11:55:05 PM]


Re: Kmquake2 lava monster by qbismSU
[February 17, 2010, 10:44:15 PM]


Re: Kmquake2 lava monster by xaGe
[February 17, 2010, 10:47:31 AM]


Re: qfusion monster tutorial thread by franqutrass
[February 14, 2010, 02:13:50 PM]



* Links
Quake engine forum
http://inside3d.com

Old qbism site archive
http://www.quakewiki.net/archives/qbism/

Quakesrc tutorial archive (compiled by Baker)
http://qbism.com/quakesrc_tutorials/

Qexpo 2006 Preach's booth:  mapgen, Q1 modeling
http://www.quakeexpo.com/booth.php?id=32

KMQuake2
http://kmq2.quakedev.com/


xx AI tutorials from AI Cafe | 11 Mar 10
00:49:37 by qbismSU | Views: 11 | Comments: 0

These are the tutorials from the AI Cafe site, archived at http://www.quaddicted.com/webarchive/minion.planetquake.gamespy.com/tutorial/main.htm
Thanks to Coffee for writing them, and to Spirit for preserving them.  Chip at quakewiki.net also has archived former planetquake sites:
http://www.quakewiki.net/planetquake-archives

At the moment, particularly interested in monster AI.  A list of those tutes from the site:

Improving the Monsters
Simple ways to make the creatures better

Understanding Monster Animation
How to make an enforcer duck

Adding Night Mode
Beasts and bots that go bump in the night

Strafing Like A Player
An enforcer learns how

Creating Your First QuakeC Mod
This is for first-timers

Getting Your Own Pet Demon
How to make a helper monster

Spawning a Monster Bot
Creating a monster out of thin air

Sneaking Past Monsters
Creeping right past those dumb creatures

Firing Custom Weapons
Make the monsters use new guns

Roaming the Level
Creatures that explore and pick up items

Fast Monsters
Make monsters chase and strafe quickly like bots


xx NetRadiant setup for Quake 1 | 10 Mar 10
13:25:17 by qbismSU | Views: 8 | Comments: 0

NetRadiant setup for Quake 1

If you've been aggravated with setting up Quake with Radiant in the past, now's a good time to take another look with a current NetRadiant version.  Much easier, at least for Windows.

1.  Download and unzip the latest NetRadiant build from here:  http://ingar.satgnu.net/gtkradiant/
As of this writing, netradiant-20100214-win32.zip

2.  Find a simple example .map file and it's .wad(s) for testing.

3.  Put your .wad files in the /ID1 directory and .map files in ID1/maps, or in your mod directory if making a mod.

4.  Open the map.  There it is!

5.  Edit and save, no need for map translation tool.

6.  Long story short, it's simplest to run the compiling outside of NetRadiant.  But if you want to try building from the menu: Copy your bsp, vis, and light compiling tools of choice to the NetRadiant folder.  In the /q1.game folder, edit default_build_menu.xml to point build program vars to the compiling tools:
  <var name="bsp">"[RadiantPath]qbsp"</var>
  <var name="vis">"[RadiantPath]vis"</var>
  <var name="light">"[RadiantPath]light"</var>
Note that the build console won't show any messages by default.  This can be turned on by checking "build process monitor" in settings, but it will kick out after a few seconds.  Would like to find a way to modify this behavior.

Resources:
Ingar's NetRadian...


xx Kmquake2 lava monster | 12 Feb 10
14:02:04 by qbismSU | Views: 152 | Comments: 3



"Lava monster" replacement model and m_gunner.c for kmquake2 here:
http://qbism.com/index.php?action=media;sa=item;in=11

 This is geared toward modders rather than end users, because game.dll must be recompiled for the animations and skins to work.  But the model demonstrates a work-flow for Kmquake2 features

Scripted textures, md3, milkshape source model included.
Used Quark to add additional skins per mesh to the compiled md3.  The md3 format supports this, but Quark is the only tool I know that can add the skins.  Warning, make sure to back up textures, Quark will overwrite!

Game dll must be compiled with m_gunner.c for proper animations.  The original gunner has a lot of wasted frames that I really didn't want to draw.  Compiling the code will be only a slight annoyance for a modder contemplating scripted skins/multi-skin/multi-mesh animated md3! Using the gunner animation as a base was just a convenient way to experiment with a combination of features I haven't seen anywhere else.  I'm more interested in unique mods ranging from milous' packs to Citizen Able than vanilla Q2 replacement packs.



xx Qfusion help | 11 Feb 10
14:20:23 by franqutrass | Views: 76 | Comments: 0

Hi I have a question as I add enemies in qfusion, try copying enemies quake 2, but not how.
am using the Microsoft Visual C + + 2008 Express edition, and qfusion 10r.


xx Qfusion | 08 Feb 10
15:42:09 by franqutrass | Views: 93 | Comments: 1

Please, I need an answer or at least, know of any active forum to talk about and how to program Qfusion



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