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#17155 posted by PRITCHARD on 2016/09/23 09:16:08
I wouldn't know specifically about that, I've never looked into quake modding in that sense, but I'd hazard a guess and say yeah, you'd need to do that.
Mugwump
Typically yes, you need custom progs, but you might be able to use some functions from other mobs instead of it's normal AI.
The progs whisperer preach would probably know more about this than me.
#17157 posted by Mugwump on 2016/09/23 13:17:58
I sure could use a progs whisperer! I'm a total n00b about QC and I would need to know the exact syntax, where to put the new code inside the file, etc... I don't even know how to edit that file.
#17158 posted by Mugwump on 2016/09/23 13:22:27
*I meant how to open it.
Lol
#17159 posted by Qmaster on 2016/09/23 18:28:41
"The Progs Whisperer Preach"
No Code Required
#17160 posted by Preach on 2016/09/23 20:53:03
Just add the blue skin to the model, then use the key "skin" "1" on the ones you want to be alternative colours. It's like a map hack, only you need a mod to make use of it.
#17161 posted by Mugwump on 2016/09/23 21:03:14
OK but like I said, I need two versions at the same time, one blue and one red. Would that be "skin" "1" and "skin" "2"? And where do I specify that? In the progs? In the map editor? Sorry but I'm a total n00b in that matter, I don't even know what a map hack is.
Monster_fish
#17162 posted by Qmaster on 2016/09/23 22:15:03
skin|0 uses normal skin
skin|1 if model has 2nd skin use skin 1, else skin 0.
The trick is to add skins to the model and put that fish.mdl in your progs folder. Then any monster_fish that you've added the key|value of skin|1 or skin|2 (if you have a 3rd skin) will use the new skins.
Note the programmer counting:
skin 0 = 1st skin
skin 1 = 2nd skin
skin 2 = 3rd skin
skin n = nth skin
How To Add Custom Skins To Enemies
#17163 posted by Qmaster on 2016/09/23 22:24:52
key|value is specified in your map editor same as you would targetname. If using J.A.C.K/Worldcraft, turn off the SmartEdit button to add key|value pairs manually. The key is the name of the variable to assign, the value is the assignment.
Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD.
Skins can be created as a .png
Original skin can be accessed using: http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html
-Webtools:
-Drag and drop the fish.mdl into the webtool
-Drag the skin and drop it on your desktop
-Edit the skin in your 2D program of choice (e.g. Gimp)
Skins can be added back to the mdl by Preach's java package though it's horribly obfuscated how you actually use it. I have to figure it out on my own everytime.
Alternatively you can try AdQuedit but be careful with it since it will let you delete the C: drive. I have trouble getting the palette to load correctly anymore but you may have luck.
Preach's Model Tool
#17164 posted by Qmaster on 2016/09/23 22:27:12
https://tomeofpreach.wordpress.com/qmdl/
Don't look at me. It's not clear how to use it.
Thanks A Bunch, Qmaster!
#17165 posted by Mugwump on 2016/09/23 22:58:29
I'll try to see what I can do. I hope I'll pull it off. Your explanations are very clear anyway, so if I don't it'll be because of my own suckage.
"Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD."
Good thing I'm planning this map for AD, then...
Skin Numbering
#17166 posted by Preach on 2016/09/24 00:08:31
As QMaster mentioned, the skin numbering starts at 0, so if you create a model with two skins then they are numbered 0 and 1. Also, if you don't set the "skin" key, it defaults to "0". So you can skip setting it on half the fish, and just set it to "1" on the others.
For adding an extra skin, the easiest thing to do is download QME, which lets you edit models in a GUI.
If you're using AD, then that's going to be an issue, because you can't install a new fish model in someone else's mod. You'd need your own copy of the mod with the fish added.
Thanks Preach
#17167 posted by Mugwump on 2016/09/24 01:36:07
Duly noted.
I'll take it one step at a time. Make my fish first, I'll worry about including them in AD later.
#17168 posted by PRITCHARD on 2016/09/24 02:09:41
Isn't this for the noir jam? There are other custom skins being made for it, like that dapper-looking grunt. I'd imagine the fish can just be added the same as them, unless it's working differently for them because it's a replacement.
Yes It Is
#17169 posted by Mugwump on 2016/09/24 03:09:34
I'll ask Shamblernaut when I'm done with my fish. They won't be a total replacement, though, I intend to keep the regular skin if I use other fish as enemies. These two will be unique in the map and won't be actual enemies, only a fullbright visual treat locked inside an aquarium (I'll also need to figure out if it's possible to remove them from the frag count).
Anyway, I don't think my map will be ready for the deadline, fish or no fish. I'll see with Shamblernaut if it's possible to release it as a DLC when it's done.
Can Somebody Explain This?
#17170 posted by Mugwump on 2016/09/24 03:13:03
So, I was making a preliminary test for the Rumble Fish/Sin City-inspired map I have planned when I noticed something weird.
To enhance the comic book feel, I made a set of solid white textures with black outlines and solid black textures with white outlines. Used the latter in a box room to see how they looked in-game.
Everything looked good at first:
http://imgur.com/a/AWzaK
But when I got closer to a corner and looked up, I saw this:
http://imgur.com/a/BvODP
It also happens on a floor texture I converted to pure B&W. It looks fine around the player but have a look at the part I circled:
http://imgur.com/a/W8qE5
What's the deal?
If pics aren't clear enough and you want to take a closer look, here's the bsp with the source map included (made for AD):
http://s000.tinyupload.com/index.php?file_id=72319378107589442495
#17171 posted by PRITCHARD on 2016/09/24 03:26:31
That kind of looks like anisotropy. I'm not sure what the deal with that is in Quake engines these days, though. If it is what's causing it, then there's no fix. You can't force users to filter.
#17172 posted by Rick on 2016/09/24 03:30:25
Mipmapping probably
And The Winner Is...
#17173 posted by Mugwump on 2016/09/24 03:53:19
Pritchard! It was a brand new install made specifically for my mapping works and I had forgotten to set anisotropic filtering. It was set to 1, which would be the default I guess. I set it to 8 like I always do and the issue disappeared.
Pritchard, here's your prize: a coupon allowing you to facepalm me if we ever meet in person.
https://img.ifcdn.com/images/99bdb68b0fcad2043abbf97f1390375662d75e070a31a010cb1502dd48d5a7e5_1.jpg
#17174 posted by metlslime on 2016/09/24 03:54:36
looks like mipmapping
Lol Its Both
#17175 posted by Qmaster on 2016/09/24 04:44:44
The Anisotropy is for the floor but I believe it allows the mipmapping to take place further away. You could probably remip those textures, esp the wall. If you didn't remip them then it will use the old full detail texture (albeit scaled down), you can do it in Wally. I think there is an option for Remip all actually.
#17176 posted by Mugwump on 2016/09/24 05:12:30
Anisotropic filtering fixed my corner overhead too.
Actually, it was TexMex that generated the mipmaps from the full-size textures. I did notice they looked slightly wonky in TexMex but I attributed it to the display method, like when you use a font in Word in a small size. You say Wally can do better?
#17177 posted by Mugwump on 2016/09/24 05:18:39
Do you have a link for Wally? I googled it and found a wallpaper changer.
#17178 posted by khreathor on 2016/09/24 05:26:28
http://www.quaketerminus.com/tools/wally_155b.exe
I use Wally for packing WADs, TexMex is driving me nuts...
Shame that Slade can't pack Quake WADs, it's a very good tool.
Thanks, Khreathor
#17179 posted by Mugwump on 2016/09/24 05:29:45
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