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  • bluntz
    replied
    Yes you are correct I have both of your paks in there!
    I also run Qrack.
    Running DP standalone is a work in progress as I have let them share the same dir for years.Only this recent explosion in development (a large portion of it yours)has pushed me to separate them.
    Seldom have I ever been happy about doing tons of rework.
    But this time is the exception.
    Thanks for all your hard work!

    Leave a comment:


  • Seven
    replied
    Hello bluntz,

    Thank you for your feedback. I think I can help.

    1.) Please look at post #1 and #14 of this thread.
    I made gif files for your convenience to see what to expect before you download the pack.
    As you will see on these 2 posts, not every b_box is animated.
    You showed in your clip the shell0 b_box. Yes, this one has no animation (just as you see it on post #1).
    Same with the bh10 b_box (= small medikit).
    Thats a perfect way to seperate them in-game.
    When the red light is blinking, itīs the bh25

    2.) The health b_boxes from post #14 are NOT in the pack from post #1 (these are QRPīs work).
    There are ONLY ammo b_boxes in my pack.
    If you want to have the nice health b_boxes normal textures i made (see post #14), be sure to download the pack in post #14.

    3.) Your DP build.
    I think the reason for your "rock1" and "batt1" ammo box have no animation is your DP build.
    Same issue that sb306 had. See post #25. Shader issue in DP.
    Please use this build. It sure can handle the shader.
    Or try the little older build that I suggest in post #25.
    I know you use another OS, so I hope that one of these 2 DP builds can be run on your OS.


    Tell me if you still have problems after trying 1.) - 3.)

    Kind regards,
    Seven


    [EDITED]
    bluntz,
    your clip is so tiny.... but as I just watched it again, I saw that batt1 model at the beginning.
    And I think that you use the "classic" pack (not the normal one) !
    As you know, I created the "classic" pack for other engines than DarkPlaces.
    Only DarkPlaces can handle the animation shader at the moment.
    The classic version has no shader and therefore no animation at all.

    Please double check, if you have the "regular" DarkPlaces pack installed.
    The batt1 textures in your tiny clip looks like you havent...
    [/EDITED]
    Last edited by Seven; 04-17-2011, 12:59 PM.

    Leave a comment:


  • bluntz
    replied
    Originally posted by Seven View Post
    [B]I would be happy if you give some Feedback. Thank you.
    Kind Regards,
    Seven
    Some of the models animate while others don't.
    Any ideas?

    Leave a comment:


  • StatiC
    replied
    oh THE ROCKET AMMO !!
    I think i might have made sticky pants on accident...

    Leave a comment:


  • kreaper
    replied
    Originally posted by Seven View Post
    Hello kreaper,

    (we had contact a while ago in the Reforged thread because of spinning models issue)

    Until now we managed to make it work for everyone.
    OoPpEe and I will try hard to help you too


    Seven
    thank you seven and ooppee for the quick reply. ill try those things sometime soon (hopefully later tonight) and i think that it might actually be a conflicting issue now. anyways gonna figure it out stuff looks great def worth it. thanks again

    Leave a comment:


  • bluntz
    replied
    Originally posted by Mindf!3ldzX View Post
    a reminder, I don't know if you guys recall but I recall the NIN logo being a small-subject of discussion in how it constricted the quakeone community's ability to release a "free" version of Quake,due to Trent Reznor would release hell hounds and demons to come kill us for using the logo,or something like that.



    it just popped into my head,thought I would bring it up just incase it matters or could matter,at a later time.
    As long as we hold the logo sacred to the nail boxes theres nothing legal being broken. In fact any free promotion of it should be welcomed. It's Only an issue of royalties if the logo were used in a
    product that was not free.

    Leave a comment:


  • LambentHammerBurst
    replied
    lol my issue was fixed if you notice from my Shamblers Castle models topic - my screenshots are using default world textures - cleaning up my folders and nicely sorting into pk3's

    In short ensure you are doing a actual 100% Fresh install. Not a backup folder (or ack! a torrent).
    A fresh install should have your maps folder and textures folder empty. So ensure they are then place his pk3 in (and only that pk3) and see then.
    Darkplaces executes things like this: .pak, pk3 then folders last.
    So you may have the pk3 in the right spot but by simply having a file outside the pk3 can cause it as it "overwrites" the previous files. Example:
    qdemon.tga - in my shmblr-cstl.pk3 - normal skin
    qdemon.tga - in my /textures folder - blue skin

    When I play - the Fiend/Demon will be blue. I could make 1000 different skins and put it in the pk3 - he will remain blue. So my suggestion was just to ensure your maps and textures folder are empty - also make sure you DON'T have a shaders folder either as a fresh install will never have it.

    Leave a comment:


  • Seven
    replied
    Hello kreaper,

    (we had contact a while ago in the Reforged thread because of spinning models issue)

    Until now we managed to make it work for everyone.
    OoPpEe and I will try hard to help you too

    As you already mentioned, you made clean installs (with no other pk3īs or extra folders) already and used different DP builds ...

    Usually the next thing I always recommend is using my config.cfg temporary.
    Suprisingly in many cases it helps. (dont ask me why)
    Maybe you give it a try too.

    You extracted the .zip it with winzip, right ?
    And put only the ID1.pk3 into your folder:
    Quake\ID1


    One more idea:
    Please try the CLASSIC pack (link is in 1st post too).
    This one has no shaders, so we can see if that is your problem.
    Put the id1.pk3 from the classic-pack.zip into your folder:
    Quake\ID1
    (of course dont use the shader-pack simultaneously then)

    Always start Quake via "darkplaces.exe" (which is in your Quake folder directly).
    No shortcut or batch file or extensions (like -dpmod) or something.


    Thatīs all I can think of at the moment.
    Please reply and tell us your progress.

    Kind regards,
    Seven

    Leave a comment:


  • LambentHammerBurst
    replied
    Tried installing with the newest DP build and a 100% fresh install - NO other pk3's?
    Should work by simply dropping in the id1 folder and rogue folder. I did have issues prior like Mancubus where there was another file conflicting (in my case a couple tga's in the textures folder instead of a pk3 file).
    Also ensure you do not any have bsp models in the maps folder (b_battxx.bsp ect)

    Leave a comment:


  • kreaper
    replied
    sorry for bein a pain but ive tried every thing mentioned in this forum and cant seem to get them to work. either there is no change, or the boxes are gray, or they just look like a shadowy sad sad far cry from the pics that have been posted. no idea why, tried multiple dp releases, multiple clean installs and once again every idea already posted. any thoughts?

    Leave a comment:


  • Mancubus
    replied
    Originally posted by ooppee View Post
    Looks like you have a pack previously installed and those textures are taking over. Pk3's are loaded first, then followed by what's in your folders.
    Thanks! Another pk3 with ammo was the reason, somehow missed it :-)

    Leave a comment:


  • LambentHammerBurst
    replied
    Check in your textures folder
    b_batt0 (and _luma, _glow, _norm ect)
    b_batt1 and same
    b_nail0
    b_nail1
    b_shell0
    b_shell1

    and delete them. Looks like you have a pack previously installed and those textures are taking over. Pk3's are loaded first, then followed by what's in your folders.

    Leave a comment:


  • Mancubus
    replied
    Hi, guys. For some reason the lightgun ammo texture is displayed incorrectly for me. At least, it seems so.

    Look:



    Also, please note on the second screenshot how 'nuclear hazard' sign becomes invisible, when it is covered by the shadow.

    Leave a comment:


  • LambentHammerBurst
    replied
    I did add the shader to it, no fps change at all. Have one little error with but fixing. I think I will do it for both rockets (except remove the spinning on the multi-rocket but keep the fading in/out glow). Doesn't add any extra resources as the textures are already loaded
    Nothing overly however the fade in/out on multi is.

    Any chance you want to team up and do some shader work on the Health boxes - with higher poly models - Ruohis' versions - then all the BSP models will be done.
    Also one idea you could do, add a shader to the g_light -> it could have a fade in/out on the bottom area. Also could do a shader on the grenade - if you do the animation right you could actually make it almost have a visible timer. Basically no glow and when it reaches full glow it explodes.

    Leave a comment:


  • Seven
    replied
    Thank you OoPpEe.

    This will for sure be a nice enrichment for multiplayer.

    Best wishes,
    Seven

    Leave a comment:

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