Search found 67 matches

by poVoq
Tue Jul 09, 2013 8:16 pm UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 45
Views: 85755

Re: New advanced map editor for Quake engines: TrenchBroom

Well truth to be told, you are not wrong, but working with .md5 it is especially bad in Blender. The .iqm exporter on the other hand works like a charm in all new Blender versions since 2.63a. In general, a dedicated level editor with proper brush tools is a good thing though and will be never repla...
by poVoq
Sat Jun 22, 2013 8:38 pm UTC
Forum: Level Design
Topic: New textures/features?
Replies: 6
Views: 7320

Re: New textures/features?

Basically many of these textures (and map-models) would be very nice to work with in Unvanquished if someone took the work and make the q3 shaders for them:
http://opengameart.org/users/yughues

by poVoq
Wed Mar 13, 2013 11:15 am UTC
Forum: Community Development
Topic: Programming FAQ
Replies: 10
Views: 11810

Re: Programming FAQ

Are there plans to support a script engine (like LUA) for modding?

by poVoq
Mon Mar 04, 2013 10:49 am UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 45
Views: 85755

Re: New advanced map editor for Quake engines: TrenchBroom

Unvanquish uses a mix of ioQuake3, Xreal and the open-source Wolf:ET engine, so adding q3 maps support and options for real time lights and shader based textures would probably be sufficient.

by poVoq
Sat Mar 02, 2013 6:09 pm UTC
Forum: Level Design
Topic: New advanced map editor for Quake engines: TrenchBroom
Replies: 45
Views: 85755

New advanced map editor for Quake engines: TrenchBroom

Check this out:
http://kristianduske.com/trenchbroom/

Finally a modern workflow quake engine map editor. Would be great if someone would make it Unvanquished compatible.

by poVoq
Mon Jan 21, 2013 7:26 pm UTC
Forum: Community Development
Topic: Blender source file of player model?
Replies: 0
Views: 3085

Blender source file of player model?

I was wondering if there is a blender source file of the new (awesome) player model, and where I could find it? I would like to test some retargeting of animations to a new animation system in Blender amongst other stuff.

by poVoq
Mon Jan 21, 2013 6:05 pm UTC
Forum: General Discussion
Topic: High Poly?
Replies: 11
Views: 10043

Re: High Poly?

Try DarkRadiant: http://darkradiant.sourceforge.net/ (which should probably get an Unvanqished plugin sooner or later I hope)

by poVoq
Tue Jan 08, 2013 6:16 pm UTC
Forum: Ideas & Suggestions
Topic: Suggestion: asking for Weapon handling code from TC:E?
Replies: 22
Views: 16074

Re: Suggestion: asking for Weapon handling code from TC:E?

oh yes, tc:e was damn good. I have to agree with poVoq about frustrating feeling on human weapon handling, it is really there :) Though i think we can just improve walking and looking animations in order to fix that. Free-look is awesome and i would be happy to see it in Unv, but most dev guys don'...
by poVoq
Fri Jan 04, 2013 3:27 pm UTC
Forum: Ideas & Suggestions
Topic: Suggestion: asking for Weapon handling code from TC:E?
Replies: 22
Views: 16074

Re: Suggestion: asking for Weapon handling code from TC:E?

Well that is the point... if the TCE developer agrees to release the code, it would be trivial to transfer (I think) as it runs on the Wolf:ET engine, which is also the original grandfather of the Demon Engine Unvanquished uses. @velociostrich: thanks for brining it back on topic. How about asking C...
by poVoq
Tue Jan 01, 2013 1:36 pm UTC
Forum: Ideas & Suggestions
Topic: Suggestion: asking for Weapon handling code from TC:E?
Replies: 22
Views: 16074

Re: Suggestion: asking for Weapon handling code from TC:E?

As I said, hard to describe... it is something that has to do with weapon sway, recoil, reactiveness of input for iron-sights etc, but also player "movement" options like leaning etc. It is something that needs a lot of work on refining and testing (and goes along with nice animations and ...