Tga Skins
#205 posted by mechtech on 2013/04/09 02:06:07
My little 82 meg experiment. Has skins working in Fitz V
Similar to Dark Places format
soldier.mdl_0.tga that kind of thing
http://www.mediafire.com/download.php?e2m52lju85lldv5
Thanks
#206 posted by RickyT33 on 2013/04/09 02:33:32
Big help :)
Nice Assist Mechtech
#207 posted by Baker on 2013/04/09 04:39:20
Yeah, Mark V uses the DarkPlaces naming convention for replacement model textures like soldier.mdl_0.tga where the texture should be in the progs folder.
So Are They Enabled By Default?
#208 posted by RickyT33 on 2013/04/09 10:33:02
Does anyone have a working set for the standard Quake bad guys? Proving harder than I thought....
Yes Because I Don't Believe In Options/settings
#209 posted by Baker on 2013/04/09 18:46:42
Download a DarkPlaces texture pack and look at the texture names if needed like quakeone.com/reforged.
Naming convention is simple:
Model name: player.mdl
Replacement name: [model name.mdl] _ [skin #].tga
Result:[model = player.mdl]_[skin = 0].tga
Result: [player.mdl]_[0].tga
Result: player.mdl_0.tga
#210 posted by Spirit on 2013/04/09 18:51:16
I'm Not Interested In Bumping The Thread For This
#211 posted by Baker on 2013/04/15 03:14:56
[But don't want to risk making Spirit upset.]
Revision 10
Incremental refinements but the source changes are large and includes a Visual Studio 2012 project file now.
Main real changes:
give ks - give yourself silver key
give kg - give yourself gold key
give q1 - give yourself rune #1 [r and s aren't avail]
give q4 - give yourself rune #4
"give" command with no parameters gives you minimal info on give command.
Reworked video mode shutdown in a way that might fix the crash one user was experiencing that I don't get [or may not].
Good To See
#212 posted by Kingold on 2013/04/15 09:43:17
this being worked on. Go on with the good job. Cheers.
To Anyone Interested ...
#213 posted by Baker on 2013/05/10 16:31:29
Within the next week, there will be another upgrade to Mark V. It won't include the mp3 request due to running out of time.
On the plus side, I think it completes the idea of getting the codebase entirely straight.
Keep in mind that the emphasis of this was to give back code clean-ups to the FitzQuake codebase to tune-up the 100 oddball bugs discovered at Inside3D without burdening, say, metlslime without having to read all that.
Exciting? Well ... that is subject to intepretation.
I do want to fix any bugs discovered, but other than that, it will be the final Mark V.
Bsp2 Support
#214 posted by RickyT33 on 2013/05/10 18:13:55
It's the future!!!
By the way my faveourite thing about this engine is the demo handling. Supports multiple (most) protocols :)
Looking Forward To It
!!
Well ...
#216 posted by Baker on 2013/05/14 15:55:24
It will be a very boring release. At least from the angle of exciting and interesting features goes.
From the other possible angles like the "boring and uninteresting" releases angle, it might barely fit itself in to mildly underwhelm.
And these are the kind of expectations I hope I can almost meet.
But from the more serious side ... it will be available in many preference flavors such as .exe, .zip, .rar, .7z and the classic and irritating .dzip/.dz format.
It will be a very worthy final chapter to this engine and I have to among other things type up a credits.txt to accidentally not include in the final .dz archive.
Kidding aside, it has quite a number of things that I owe significant credits to others. For 5 days I've been tempted to release this intermittently in pieces, but no ... I want to do it all at once.
BSP2!!!!
#217 posted by RickyT33 on 2013/05/14 16:47:41
Final Chapter?!
... I hope you WERE kidding ;)
I Wasn't Kidding
#219 posted by Baker on 2013/05/20 05:33:22
This will be the final chapter of Mark V. I'm doing some final testing and want to give a day or 2.
I'm not fond of "pre-release talk" (it's hated here, which I like because I hate it too) but I wanted to see if anyone had something to say I wasn't aware of that I needed to take into consideration.
If ever the words "radical" and "conservative" fit a description, it my hope this last one achieves this. It is my desire to draw this to a close with a very wide range of conservative fixes, some of which don't seem reasonable.
Thursday release. Final answer. Unless Thursday final turning requires an expansion of the definition of "Thursday" to include Hawaii or one of Jupiter's moons to meet a slight procrastination.
[But yeah, I really love FitzQuake ... what a marvelous engine.]
Hello Baker,
#220 posted by dooomer on 2013/05/20 05:45:25
I don't know if it is too late to submit a feature request, but if not, could you add external ent support and multiple gamedir support to Mark V? I have been using these two features extensively with darkplaces, and found them to be extremely convenient and useful. Thanks.
Doomer, Sound Like You Want "happy Ending"
#221 posted by Baker on 2013/05/20 06:52:17
Don't worry, maybe you don't get what you think you want, but maybe you get more than you bargained for ... and then some ...
Thank You Baker!
#222 posted by dooomer on 2013/05/20 07:34:55
Wait with excitement.
Bsp2?
#223 posted by RickyT33 on 2013/05/20 11:17:54
O_O
Fog
#224 posted by sock on 2013/05/23 13:56:01
Is it possible to set fog parameters before the map is loaded? Then the fog parameters could be specified in the quake.rc file.
Can you add a fog distance command? Like at say 1024 units the fog does not affect surfaces? Then really tall ceilings could be black instead of the colour of the fog. Also make this a new fog command like 'fogdist' or something, don't add this feature to the existing fog command, it will cause problems with mods that use the fog command already.
Masked Textures
Can we get masked textures (like grates, chainlink fences) to have a value key in a similar way to how the "alpha" key works? This would be much better than having the texture start with a curly brace "{"
(which pissed off SleepwalkR to no end)
Yikes, Talk About Last Minute Requests ...
#226 posted by Baker on 2013/05/24 01:49:47
@sock ... I think it would need fade or something otherwise surface at 1023 looks strikingly different than surface at 1024 distance.
FitzQuake expects the fog to be in the worldspawn and resets it on level load and I think new cvars are almost always bad. Better would be backwards compatible way to allow one more fog parameter in the worldspawn keys.
I also think it would require more tuning and testing to make sure it looks rights than I can do in the next few hours, but I'll think about while I'm trying to get the engine out. The Kurok mod (also an engine modification of FitzQuake)used an alternate fog formula, but I haven't been thinking about fog much lately so ...
I'll see if I can integrate the Kurok fogging for you to look with the engine release.
@elephant ... you mean like a worldspawn key to put into bsp to indicate alpha texture prefix? The idea isn't bad, but would be better if the mapping elite got to together and planned out things like that ...
I think me just putting something in that hasn't been discussed and argued about is how "really ugly hacks" happen.
Final Version: Beta 1
#227 posted by Baker on 2013/05/24 09:32:58
Download | Read Me
@sock: type fogex 300 12000 50 60 76 to enable distance fog <z-near> <z-far> <red 0-100> <green> <blue> ... worldspawn key is "beta_fogex"
@Ricky ... see readme.
><((((�>
Where the new FitzQuake at... metl, give me a fix!
#229 posted by sock on 2013/05/24 15:27:19
@Baker, I downloaded the new beta and I like noclip, notriggers :) good for testing. I LOVE the command auto-complete, my god about time! It even does map names within gamedir folders :)
What is r_stains? I saw it mentioned in the readme file but could not see any difference and the readme does not say what to do with it.
I had a play with the new fog and it feels back to front to me. I want original fog up close and then fade to specific colour at distance. Maybe I am not getting the parameters right but I tried for a while and could only get black at distance and no fog up close or white fog up close and glowing at distance.
Say for example I have fog 0.05 0.1 0.1 0.1 defined which is a nice wispy fog. On surfaces at distance (1024+) this gets brighter instead of darker regardless of light, I want to have a fog up close and then fade to nothing. I assume the distance fog would have a different colour to the foreground fog. Ultimately I want fog in a room but when looking up at a high ceiling 1024+ units it is black because there is no light, does that make sense?
One possible idea for alpha textures is to link the process to the texture. If the mapper specifies external textures and they have an alpha mask defined (tga/png format) then load and use it. This does not require fancy name changes or lots of effort by mappers just an external texture directory with alpha textures.
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