News | Forum | People | FAQ | Links | Search | Register | Log in
Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
First | Previous | Next | Last
Missing Texture 
Hello, I'm new to Quake modding, and am currently trying to add a new enemy to the game. I have the enemy modeled, rigged and all that, but when in the game, the texture doesn't show up. It shows up when placing in TrenchBroom, but doesn't show in the game, and the enemy is just black. Is there anything I may be missing? BTW, I've tested it in both QuakeSpasm and FTEQW, in case that was the issue. 
Q1.pal 
Are you sure the new model has the Quake1.pal? 
Where? 
How and where do I need to put that? 
Qmle 
Download qmle, and see how it turns up in the editor.
From there you can vieuw the skin file.

https://renep.home.xs4all.nl/quakeme/ 
Registercvar FTE 
How do I get access to the registercvar function FTE supports doing things in vanilla quakeC sources? There is declaration for the function in fteextensions.qc file but I neither can include it into progs.src nor copy-paste registercvar related stuff to defs.qc as it ends up into errors during compilation 
Registercvar Error Message 
What error message do you get if you add the declaration to the bottom of defs.qc? 
 
It says that the function is redefined because there are 2 registercvar prototypes in fteextensions, but if I define only one of them it works. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.