Holy Crap
#2 posted by Qmaster on 2016/09/15 04:14:21
Holy Crap
Holy Crap this is awesome. All the cool stuff of Darkplaces but still twisty water.
#3 posted by killpixel on 2016/09/15 04:23:13
This is all very cool. Thank you spike.
And Baker For Putting This Help Together
#4 posted by Qmaster on 2016/09/15 04:36:54
Great Stuff
#5 posted by mankrip on 2016/09/15 05:01:46
Any chance of implementing lit water in this? It would be a huge incentive for mappers.
+1 For Lit Water
#6 posted by Kinn on 2016/09/15 10:06:01
Woo
#7 posted by mjb on 2016/09/15 11:49:41
Thank you so much Baker for your effort to show examples, this is very easy to follow.
-If someone not using QS-spike attempted to play a map that had weather enabled via the worldspawn key option, would they just not see the effects or would they receive console spam/errors?
Anyway, this is completely amazing to see these type of effects in my favorite engine!
#8 posted by Baker on 2016/09/15 12:49:03
Just no effects. No console print or anything.
Playing Around With Weather. Pretty Awesome
#9 posted by Kinn on 2016/09/15 13:22:35
So, I've made a new snow particle texture (tga only yes?). Where do I put this tga?
Is there documentation for the FTE particle system? (I assume it works basically the same as this?)
So This Is Interesting :)
but um, probably not desirable to inline as a blob.
One idea is - would Spike/others be interested in uploading vaguely stable versions (as tarballs with a readme.txt) to this directory ?
https://sourceforge.net/projects/quakespasm/files/Community/
and we can link/document it in some form ?
If so, pls create a sourceforge account and i will add you to the project and you can upload to this directory.
This would probably be easier for everyone than the alternative; preparing patches and chatting to Eric and Oz about committing single features to main. Cheers
Ok I Just Figured It Out Myself
#11 posted by Kinn on 2016/09/15 18:02:54
so if I have image bensnow.tga, i can dump it in the particles folder, then enable it by using
texture "particles/bensnow" in the definition in weather.cfg
I Can't Wait To Play Your Yellow Snow Adventure Kinn
#12 posted by czg on 2016/09/15 19:08:36
Czg I Thought You Were More Into Golden Showers?
#13 posted by Kinn on 2016/09/15 19:55:05
You Know, One Leads To The Other
#14 posted by czg on 2016/09/15 20:27:29
Another Question
#15 posted by Kinn on 2016/09/15 21:36:50
I can't immediately tell from the documentation:
Let's say I wanted 4 different rain settings for the same bit of sky (off, light, medium, heavy) - I assume I'd need to create a separate particle definition for light, medium and heavy. Can I disable/enable particle emission from the sky texture, mid-game, via QC? Can I change which particle definition the sky texture uses mid-game, via the QC?
Spike's Weather.cfg Raw Comments ...
#16 posted by Baker on 2016/09/15 21:56:00
to use from qc, r_particledesc "weather classic" or call particleeffecnum("weather.te_rain") so the engine knows which config to use, then use the particle[rain|snow] builtins as normal.
without qc changes option 1) use a texture called skyrain or skysnow, in addition to the r_particledesc thing so that this config is actually used (this is more for people to add stuff to existing maps).
without qc changes option 2) add a worldspawn field called "_texpart_TEXTURENAME" with value "weather.tex_skysnow" or "weather.tex_skyrain"
without qc changes option 3) an equivelent console command: r_partredirect tex_TEXTURENAME "weather.tex_skysnow"
note that without qc, you need to restart the map for it to take effect.
on the other hand, if you wanted to emit particles from models, use r_effect (which can optionally hide those models too).
to override trails defined by model flags, you can use the r_trail command.
weather effects that leave decals are probably overkill
one option is to spawn a particle from qc that emits other particles that leave trails. emitting such trail emitting emitters from surfaces is definitely overkill.
@Kinn
#17 posted by Baker on 2016/09/15 21:56:04
It looks like from the weather.cfg comments you can do that, you might need to do some experimentation. If you get it to work, plz post back and share.
Baker
#18 posted by Kinn on 2016/09/15 22:32:02
I can't see a way to set the particle emission for a texture, from the QC.
It can be done from the console (e.g.) r_partredirect tex_TEXTURENAME "weather.tex_skysnow"
...but that requires a map restart to take effect. :/
Cross Posting A Piece Of Knowledge
#19 posted by Baker on 2016/09/15 22:32:40
Baker: random angle on rain like Qrack's gl_rain
Spike: use velbias, and add a bias so it's angled.
or just make it bounce off walls at a high velocity, because that's fun too, then turning into blood, bouncing some more, and splattering all the walls with decals.
Source
@kinn
#20 posted by Spike on 2016/09/15 22:55:55
you currently need to reload the current map in order to change the effect associated with sky.
the r_partredirect command *should* do what you want, but its implementation is still lazy and doesn't reprocess anything (which doesn't affect regular particle effects because I just left it using strings for most things, but does affect surface+model associations).
(it can be used recursively too, and possibly should if you want it to be generic for mods, though it gives up after 5 levels to avoid infinite loops).
you can also change r_particledesc, but doing so will obliterate all existing particles, but not the polys emitting those particles...
really r_particledesc is meant to be a user-command rather than a mod one, while the namespace stuff is meant to be for mods (config names allow for downloads).
the _texpart_foo thing is great because it means the config can be used regardless of the r_particledesc setting the user used, so its noticably more robust than trying to use the automatic tex_foo names.
a user can still override eg "weather.tex_skyrain" by just using that name (including the 'wrong' config name) for an effect in some config named by the r_particledesc cvar. Or you can use r_partredirect.
and yeah, I suck at explaining. much of it is just me trying to give complete info, even if its not useful to you personally.
Particle Fields Descriptions - FTE Wiki
#21 posted by Baker on 2016/09/15 23:13:01
Very Important Link:
http://fte.triptohell.info/wiki/index.php/ParticleFields
Spawn Related Fields
. *count (count)*
- count: specifies number of particles to spawn with point effects
. *step (step)*
- step: specifies Quake units per particle to spawn with trails
! Note: step (x) is a synomyn for count 1/(x)
. *die (die)*
- die: specifies time in seconds it takes for the particle to die. A value of 0 means that the particle will be rendered for a duration of 1 frame.
...
/Far more detail and number of fields @ wiki
Sparks, Lava Effects, Trails
#22 posted by Baker on 2016/09/16 01:12:32
fte particle examples are rare, but I remembered one from long ago from Haze.
Sparks, Lava effects, trails
1) haze.cfg download in c:/Quake/id1/particles folder
2) Type r_particledesc "haze"; map start
Here is result in video: https://youtu.be/4BTywfBdbRc
The config is not completely recognized and is not entire Quakey --- and Haze never intended it to be.
But the contents of haze.cfg may serve as a reference for modifying/adding effects to models or particles.
Cl_bobcycle 0
#23 posted by spy on 2016/09/16 13:54:49
gives a grayflash
Cl_bobcycle 0
#24 posted by mh on 2016/09/16 16:51:17
Actually causes a floating-point division by zero in most Quake engines; line 113 of Spikespasm view.c:
cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
Just set it to a really really low value instead.
R4
#25 posted by Spike on 2016/09/28 08:01:48
http://triptohell.info/moodles/junk/quakespasm-spike-r4.zip
sorry it took so long. I got bored, and distracted. so I might as well give what I have before I forget about it completely.
Anyway, this build should fix various issues with the previous one, as well as making protocol 15 servers more compliant (which makes it a little more limited, but oh well).
#26 posted by Baker on 2016/09/28 08:55:23
Hahah ...
Nice job Spike! GLQuake could connect to it just fine when running sv_protocol 15.
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