Papasmurf, are you looking for moving skytextures or skyboxes? I've uploaded two (moving) skies in your other topic. If you place them in ID1/textures they should work. I tested them with Rygel's pack.
Blue sky textures (Base maps) and purple sky textures (other maps) http://www.megaupload.com/?d=NFG3CSHX
Blue sky textures (Base maps) and orange sky textures (other maps) http://www.megaupload.com/?d=U8RP7SK0
EDIT: None of these textures are mine! They are all made thanks to the hard and great work of other people. I don't remember who made them but if anyone knows, please let me know.
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DarkPlaces support skyboxes! Command is loadsky "skyname"Originally posted by PapaSmurf View Postthey were included in rygel's high texture pack. perhaps darkplaces supports six sided sky textures. probably not.
does QRP have sky textures?
QRP has sky textures!
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they were included in rygel's high texture pack. perhaps darkplaces supports six sided sky textures. probably not.
does QRP have sky textures?
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ah that would be why. Those are the 6 sided skies that were used in game like Half-Life.
bk - back
ft - front
lf - left
rt - right
up - top
dn - down
Quake uses a single texture that scrolls and it's spread across the entire sky.
The texture replacements you'll find will actually just look like 2 squares side by side. One side will be the clouds, the other the sky behind them.
And their names (id1 names that is) are sky1 sky2 sky3 sky4
There's no bk,up,dn ect
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they are named:
sky1bk.tga
sky1dn.tga
sky1ft.tga
sky1lf.tga
sky1rt.tga
sky1up.tga
sky4*.tga
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If they are in .../id1/env and named things like sky1.tga sky2.tga ect they should work
.../id1/env/sky1.tga for example.
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So, how do i use custom sky textures in darkplaces? I have what looks like some sky tga files in the "id1/env" folder that look like high resolution sky textures, but they're not being implemented.
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Thank you schlichte for investigating this.
I will update the "DP pretty water" download shortly with:
- the shader fix
- slight texture modification (which I did some month ago, but never released it)
Regards,
Seven
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@NightFright
I had the same issue. It is within the shader. Seven posted this link in another thread: Quake III Arena Shader Manual - Index
Under the tcMod scroll section there is a note:
"This should be the LAST tcMod in a stage. Otherwise there may be popping or snapping visual effects in some shaders."
I went through Sevens water.shader and swapped tcMod scale and tcMod scroll orders and the "hiccup" went away.
I wonder if anyone else has had this experience.
I am running DarkPlaces engine Windows 64 OpenGL build 20110628 on win7ult64
Pretty_DP_Water_Pack_V0.32___Seven
@Seven
Is this something you can adjust on your end and maybe update the link if it is in fact affecting others?
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Dear Jakub,
Regarding the possibility to create custom effects in DarkPlaces:
It is possible to create a custom effect for EVERYTHING (examples):
1.) When you pick up a weapon/ammo/armor/item you can spawn a custom effect.
You can even spawn different effects for different items !
2.) You can even IGNORE the models flag totally !!
DarkPlaces gives you the function: DP_SV_MODELFLAGS_AS_EFFECTS
You can then spawn (even dependent on the map), which effect the vore´s rocket should have or any weired idea you might have.
3.) LordHavoc kindly implemented on 26.06.2011 even one more function into DP: DP_ENT_TRAILEFFECTNUM
This will even allow you to add effects to moving entities !
Imagine, a grunt which is on fire.
When I speak about "custom effect", i mean you can give it names that you want (in effectinfo.txt):
effect jakub01
..
..
effect jakub02
..
..
Inside the QC, you can then call this effect wherever you want.
I already did this for the "Relieved souls of the enslaved" and also for "Vengeance of the deceased".
As well as for the flames (torch or big flames) in the game.
It will all be in the next "small mod compilation".
So, please tell me what ideas you have and I will implement them if you want.
We all know, that you are one of the persons with the best effectinfo effects.
There is no doubt about it.
Regards,
Seven
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Regarding the nice water effects/shaders:
I have a strange issue with them. After 3-4 seconds or so, the water/slime surface kind of "resets", i.e. it jumps back to a previous animation state, looking like some kind of "hickup" in the animation of the surface. It this an issue with the shader or with more recent versions of Darkplaces? I am using June 28 build.
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I know, I feel the same way in that respect but, there is method in my madness, when reversed the arse-end of the flame model clips through the 'torch' very badly, plus the top of the model has the most detail so it would be a shame to fade this out anymore...
(in fact i did it the other way round on the first attempt but changed it because of the aforementioned results)
I suppose the fading on the bottom edge could be lessened to an extent but please bear in mind that the current version does look much better when animated of course...
To be honest I don't even use these myself, I use the sprite torches (still waiting on a better sprite though...
), its just an experiment that had an ok result and I felt I should share.
By all means feel free to do as you will with them, in fact improve on them and post 'em!
, still you don't need my permission to do this anyway, they're not mine, they're primevil's LOL!
regards
LatchfordLast edited by osjclatchford; 06-09-2011, 09:06 AM.
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I do have to agree with Seven on that part. Usually the only time a flame is transparent or invisible at the bottom is with some gases powering them and that's only due to the the gases igniting later.
I would reverse the it like Seven said - semi-transparent areas at the top of the flames and opaque at the bottom.
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Hello osjclatchford,
I only looked at the pictures.
But doesnt it look weird, that the flame is not visible in the lower area ?
This way it hovers far above the torch and gives an odd look.
It looks a bit like a "ghost-flame".
In my opinion, if you want to use transparency on the flames, it should be just the opposite way.
Fire and flames are bright, yellow and opaque in the lower area and get more and more transparent in the upper area.
Maybe use a less transparency ontop of that.
But as always, this is just my personal opinion.
Regards,
Seven
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