He He He
#6562 posted by HeadThump on 2007/10/14 20:29:27
is that my Halloween themed lava in those shots JPL? It's been awhile, I've forgotten about that texture.
#6563 posted by ijed on 2007/10/14 20:36:47
Close farclip and fog - like Turok.
Well
#6564 posted by necros on 2007/10/14 20:39:25
the reason i ask is because i don't know if quake stops paying attention to objects outside of the farclip or only stops drawing them. you might get packet overflow even if the objects aren't being drawn on screen.
Necros / HT
#6565 posted by JPL on 2007/10/14 20:53:01
necros: I don't know about farclip / fog use in Quake.. maybe some custom engine is using this feature.
HT: No, all textures are from DKT3, it is not your lava texture for sure ;)
#6566 posted by necros on 2007/10/14 22:30:54
in fitzquake:
fog 0.5 0.326 0.326 0.326
gl_farclip 768
for example. the fog blends almost seemlessly with the void colour. in engines like aguires where you can set the void colour, you could then set whatever fog colour you want to match the void colour.
Void Color?
#6567 posted by Kell on 2007/10/15 00:05:10
is "r_clearcolor #" in fitzquake, where # corresponds to the palette index
#6568 posted by necros on 2007/10/15 01:07:01
oh can you do it in fitz too? cause aguire's engine doesn't have gl_farclip (i think metl added that himself?)
so you could do exactly what i said in fitzquake then. ^_^
Farclip
#6569 posted by metlslime on 2007/10/15 01:37:41
Note: fitzquake doesn't use the farclip plane to do any visibility culling, so you probably won't get much of a speedup from it. Unless the video card itself discards the polygons more quickly, in which case you might get a speedup on the hardware side.
#6570 posted by necros on 2007/10/15 07:20:41
aww, oh well. :)
Sky Values
#6571 posted by drew on 2007/10/16 03:09:49
what is a good (yaw pitch roll) value for skylight?
Drew
#6572 posted by JPL on 2007/10/16 08:07:25
Depends on skybox's sun position, but generally yaw is an angle in 0-360 degree range, pitch is a negative value in -90 0 range and roll is null
Just test it, as example by default I use 45, -45, 0 is make the sun rising at 45 degrees on xy plan, with a incidence angle of 45 degree... It can be tuned if you want more/less shadows, more/less angles, etc...
Link?
#6573 posted by Spirit on 2007/10/19 19:50:48
What's that site again where there are lots of textures ripped from games like Kingpin, Jedi Knight etc? I forgot the link.
Ah Bloody Hell
#6574 posted by Spirit on 2007/10/19 19:55:56
Huh
#6575 posted by ijed on 2007/10/19 23:20:12
I've already got the Kingpin set, and was pretty sure I got it from Qauddicted . . .
Even Though The Url Says Kingpin
#6576 posted by negke on 2007/10/19 23:46:26
there are texture sets from several other games as well. No wads but images (tgas and so on).
Yes
#6577 posted by Spirit on 2007/10/20 09:35:28
but I found out they are rather ugly quality. Apparently all downscaled to 256x256 and somehow the colors look bad too. :(
Undying.wad
#6578 posted by negke on 2007/10/20 11:21:44
http://shub-hub.com/files/textures_wads/undying.rar
I don't know if textures are missing from it as the overall count is fairly low (~200). Most of them look good though. Unusual scale, yeah. Many 256*256 or 128*256 ones.
Link
#6579 posted by madfox on 2007/10/21 03:10:16
-watervis
#6580 posted by rudl on 2007/10/22 17:42:33
Well just wanted to say that my problem in HexenII (post #6177) is fixed.
Just in the rare case that someone will start a hexen2 map, It is necessary to add a -watervis command to qbsp.exe.
Hexen2 tools are really the worst documented tools, there is NO satisfying documentation avilable
Does Anybody
#6581 posted by RickyT33 on 2007/10/23 11:43:56
Know how to make the textures and 3D views a little brighter in WC 3.3?
BTW I changed to WC 3.3 yesterday and it is great, I was reluctant to change but its just as easy to use (if not easier) and the texture alignment bugs I was experiencing with 1.6 are all fixed!
Blood Splats
#6582 posted by RickyT33 on 2007/10/26 17:06:11
I used to have a 'mod' a long time ago, when I was about 15 years old and all it was was a progs file. All it did was produce zombie gibs (the ones they hurl I think) which would follow the trajectory of bullets fired into enemies and stick to walls behind, then slowly slide down to the ground, producing good old quake blood particles the whole time. I think it was really cool, but I cant find it anywhere and I wouldnt know where to start in programming it. Does anyone know where I could find such a file, or have the time to 'knock one together'?
Uhm...
#6583 posted by Drew on 2007/10/28 17:07:56
When did The Forge go down?
It Has Not
#6584 posted by Mikko on 2007/10/29 14:50:50
It just does that sometimes. A pain in the butt when you need to consult the site but can't.
Blash
#6585 posted by Mikko on 2007/10/29 17:32:28
I downloaded The Reckoning - the Q2 mission pack - textures (from Quaddicted) but they can't seem to work (wrong format or something) with WC 3.3.
It'd be even easier if I were able to rip the exact set of textures Lunaran used in Lunsp1.
I Think
#6586 posted by RickyT33 on 2007/10/29 18:08:43
WC 3.3 has to convert WADs to HLWads in order to use them. If you are using the Quakeadapter package, theres some sort of program with it that automatically converts them for you, located in the program files\worldcraft folder.
Maybe this helps?
Alternatively get a program that rips mips from bsps and converts them into WADs, although WC 3.3 may still have to convert to HLwad to use them. Are you using the Quakeadapter package with 3.3?
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