Announcement

Collapse
No announcement yet.

Replacing forcefield in MP1?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Moon[Drunk]
    started a topic Replacing forcefield in MP1?

    Replacing forcefield in MP1?

    In mission pack 1 there are some 'forcefields' with moving blue or red dots depending on situation.
    Does anyone know if it is possible to replace those with replacement textures, preferable in DP?

  • FC Zvyozdochka
    replied
    I like the second one Hope it is really not the end, and the final variation will be just incredibly awesome! Your particle effects are great as usual, Seven, keep it on!

    Leave a comment:


  • talisa
    replied
    omfg wow seven, that forcefield looks so much more awesome. especially the first reworked version!

    looks so much better then the originals, im totally loving them!

    the second one is o-k too i guess but that first reworked version is just perfect, looks so much better then the original cuz its so much more hi-res, while still staying true to how the original was

    always thought the original looked kinda lame cuz it looked so low-def compared to the rest of quake, especially cuz i have every addon there is available to make quake look at its most awesome.

    but your replacement particles totally makes the forcefields fit in again, and they look totally awesome already as they are <3

    i totally want that for my hipnotic

    Leave a comment:


  • Moon[Drunk]
    replied
    I agree with gdiddy that it's a great improvement over the original dots.
    I prefer the first version at this point but I guess you'll surprise as once again soon

    Leave a comment:


  • gdiddy62
    replied
    Wow Seven, that really is a vast improvement over the dots!! It would be nice to have the ability to pick from texture choices via cvar I think. I believe I prefer the first one, but moods hit me for change now and then and it would be nice to choose from several, just like skins!!

    Leave a comment:


  • Seven
    replied
    Hello Moon[Drunk],

    while working on the Hipnoticīs "small mod compilation", I also looked into the QC code for it.
    Spike is exactly right of course (as always).

    I reworked the QC code (HIP_PART.QC) a little bit and received very interesting visuals.
    It is just a first attempt, not really final.

    I recorded a small clip that shows the original particles, and:
    - one particle replacement with original looking flair.
    - one particle replacement with a free interpretation.

    Knowing your love for faithful looking Quake replacements, I think the first replacement is maybe what you had in mind ?

    Best wishes,
    Seven

    [ame=http://www.youtube.com/watch?v=YfmJClQPLqA&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake-MP1-forcefield-replacement.avi - YouTube[/ame]

    Leave a comment:


  • golden_boy
    replied
    Moon: It's not a texture.

    However, having an optional (animated?) transparent forcefield texture would certainly be nice.

    RMQ uses QuakeC particle emitters for forcefields atm, which spawn sprites to get the effect... if an animated texture with alpha channel and maybe matching lumas could do it, that would of course be easier.

    Leave a comment:


  • R00k
    replied
    Recompiling the code, anything is possible. Otherwise it's pretty much limited to benign hacks.

    Leave a comment:


  • Spike
    replied
    there's a solid bsp object there, its just not visible. modelindex set, but not the model field, so clients never get sent it. meanwhile you have particle effects spawned constantly.

    its probably using the trigger texture or something. make a shader to replace that texture, change the qc code to not clear out the model field so the client sees it, remove the extra particles so they don't continue to kill network, and you should be left with some sort of scrolling blended 'energy' field.

    problem is that it doesn't require a specific texture, so may not always use it. so it may not be 100% robust.

    Leave a comment:


  • Seven
    replied
    Hello Moon[Drunk],

    It makes my excited to see your interest in the Mission Pack.
    Something deep inside me tells me you have a special reason to do so.
    Maybe it has something to do with a QRP texture pack extension for Mission Packs ?

    A similar thing, that you explained can be seen in mission pack 2: r2m1
    The "waterfall" at the begining of the map.
    I guess those are particles as well. I didnt look into the bsp file yet to check it.

    Anyhow, best wishes with your current project.
    Seven

    Leave a comment:


  • Moon[Drunk]
    replied
    From your answers I guess this is something the engine accomplishes without use of any texture, right?

    I just thought it might look quite good if one could add a semi-transparent texture for these entities

    Leave a comment:


  • Seven
    replied
    Cause Moon[Drunk] said preferable DP, and MH said those are particles, I looked into dpextensions.qc and found a good replacement:

    //DP_TE_PARTICLECUBE
    //idea: LordHavoc
    //darkplaces implementation: LordHavoc
    //builtin definitions:
    void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
    //temp entity definitions:
    //float TE_PARTICLECUBE = 54;
    //protocol:
    //vector mins (minimum corner of the cube)
    //vector maxs (maximum corner of the cube)
    //vector velocity
    //short count
    //byte color (palette color)
    //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
    //coord randomvel (how much to jitter the velocity)
    //description:
    //creates a cloud of particles, useful for forcefields but quite customizable.

    But that would need a modified progs.dat to use.

    Leave a comment:


  • R00k
    replied
    I think the entity is func_particlefield, with a classname "particlefield".

    Code:
    	self.classname = "particlefield";
    	self.solid = SOLID_NOT;
    	self.movetype = MOVETYPE_NONE;
    	setmodel (self, self.model);
    	self.model = string_null;
    	self.origin = ((self.mins + self.maxs) * 0.5);
    	setorigin (self, self.origin);
    	self.dest = ((self.maxs - self.mins) - '16 16 16');
    	self.dest1 = ((self.mins + '8 8 8') - self.origin);
    	self.dest2 = ((self.maxs + '7.9 7.9 7.9') - self.origin);
    	setsize (self, self.mins, self.maxs);
    	self.touch = particlefield_touch;
    Not sure, but couldnt one use this in csqc to find/modify that forcefield?
    Setting the model to something with a valid texture?

    Leave a comment:


  • MH
    replied
    These are particles; it might be possible to hack something with particle textures. There's nothing to clearly distinguish them from other particle effects though. I did work out some time back that there are certain properties they always have (can't remember what now), but it's perfectly possible that something else may spawn a particle effect with the same properties.

    Leave a comment:

Working...
X