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Shader-Animated b_boxes

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  • LambentHammerBurst
    replied
    Did a addon to this pack. Matching rockets. Seeing as the rocket boxes have the hazard bar, figured add it to the actual rocket (but it isn't animated lol)

    Download matching-rocket.pk3
    Attached Files

    Leave a comment:


  • Baker
    replied
    Originally posted by Seven View Post
    Baker,

    I put a LOT of effort in those GIF´s in 1st post.
    In my opinion the vids dont show anything new compared to the GIFs.
    May I ask you to simply put some (pick the one you like the most) in your news ?

    Due to endless loop of the GIFs nobody has to push the "replay" button.
    In my eyes the GIFs are the best medium to represent those boxes.

    Thank you for your understanding.

    Kind regards,
    Seven
    I almost did. The I thought about the animation on-screen interfering with the legibility of the site --- it is kind of hard to read text when something is continually blinking drawing your eye towards it.

    I know how much effort had to go into those.

    So yes it will be in the news.

    Update 4 of 4 will be the last update for a couple of weeks barring something Earth-shattering, so I have a couple of items that I want in prime position for attention for 3 weeks to a month. And this is one of those items.

    Leave a comment:


  • Seven
    replied
    Baker,

    I put a LOT of effort in those GIF´s in 1st post.
    In my opinion the vids dont show anything new compared to the GIFs.
    May I ask you to simply put some (pick the one you like the most) in your news ?

    Due to endless loop of the GIFs nobody has to push the "replay" button.
    In my eyes the GIFs are the best medium to represent those boxes.

    Thank you for your understanding.

    Kind regards,
    Seven

    Leave a comment:


  • Baker
    replied
    I'll end up using Seanstar vid #1 and Ooppee vid #2 in January Update 4 of 4.

    Leave a comment:


  • LambentHammerBurst
    replied
    Yeah we initially made the model like that, we just found it looked "off". The big was actually pretty much identical to yours. We were going to do that, but then it came to the small ammo and no matter how I did it - I was never happy with it's look. So just asked Seven - why not just make it like all the other ammo's - smaller version of. So we went with that. It's recognizable as plasma ammo but is a new design. I think Seven wanted it to keep a similar appearance to the battery ammo because it is ammo for the same weapon. Once you get the plasma ammo - the "plasma mode" is available for the Thunderbolt - doesn't get a separate g_model weapon pickup like the weapons in MP1.

    Leave a comment:


  • seanstar
    replied
    moved the videos to my sniper quake thread.
    Last edited by seanstar; 02-09-2011, 03:50 PM.

    Leave a comment:


  • LambentHammerBurst
    replied
    [ame=http://www.youtube.com/watch?v=18Uh2A2_7LQ]YouTube - Quake Darkplaces - Animated Ammo Boxes[/ame]
    This was another I did but was done with lower resolution but it is more 3D and uses the default content in Seven's pack.

    Leave a comment:


  • Baker
    replied
    Even though Seanstar's video was only a few seconds long he was moving around that gave a feel for the 3D feel of them in the map.

    (And well, you kind of have the one box in the shadows and you can't see it very well, hehe )

    Leave a comment:


  • LambentHammerBurst
    replied
    [ame=http://www.youtube.com/watch?v=AyVfblF0WU4]YouTube - Quake Darkplaces - Animated Ammo Boxes[/ame]

    Uploaded a video already for you Baker (not the same as seanstars - different ammoboxes)

    Leave a comment:


  • Baker
    replied
    Originally posted by seanstar View Post
    hello

    i really like the boxes Seven...worth the wait for sure

    nice plasma ammo ooppee.
    Aw ... I was gonna embed your video in a news post. Alas, I can't find the video in FireFox's history.

    Leave a comment:


  • inkub0
    replied
    now i'm always using the latest autobuild with no isssues...

    Leave a comment:


  • Seven
    replied
    This is very interesting sb306.

    You know, I always recommend this DarkPlaces build to everyone who experience issues.
    Just like you had.

    And suprisingly it solves the issues for around 75% of the people.

    This proofs, that the latest "stable" build should be avoided and that mentioned beta should be used.
    Newer betas are available, but bring new issues (example: DP pretty water).
    Thank god LordHavoc is on a very good path with his autobuilds from 2011.
    They combine the good performance, new features and stablility.

    I bet that the upcoming beta in february will be perfect


    I am really happy that I could help you.

    Kind Regards,
    Seven

    Leave a comment:


  • sb306
    replied
    Originally posted by Seven View Post
    @ sb306

    I tried to simulate your issue but could not.
    - tried several DarkPlaces builds.
    - double-checked the content from my 2 release packs

    The thing which is really wired is, that you only have an issue with the ID1 rocket.
    That makes absolutely no sense.
    If one shader work, then all shader must work.


    Please do/check the following:
    1.) Open the shader file in "scripts" folder with notepad.
    Search for "b_id1rocketbar" (without quotes and without .tga).
    You must find it.
    a little below the animation, should be:

    Then it should work.

    2.) Use another program to unzip my release pack.
    I used classic WinZip to pack it.
    Seanstar told me several days ago, that he experienced problems, when using 7zip.
    Maybe that could be the reason.

    3.) Use this DP build

    Its really wired, because all other shaders work.
    They are all in the same file.
    Until now nobody else had this issue.

    Hope I could help a little.

    Kind regards,
    Seven
    Originally posted by ooppee View Post
    Slap this into your textures folder.
    However the b_id1rocketbar.tga shouldn't be loaded at all due to the shader. Are you using these in a different engine? If so that would be the reason - it should be coming up with the spinning animation - I have the texture absent in mine and it works perfectly. The shader overwrites the texture with b_id1rocketbar_00,b_id1rocketbar_01,b_id1rocketbar _02 ect ect
    Well I had checked the files lastnight. And they were all where they were supposed to be.

    I tried putting that id1rocketbar.tga in textures, but thesame thing happened.

    But!, I tried the DP build that was in Seven's post. Everything works now. It also fixed some trouble I was having with the reforged scripts and progs folder. The build from april 2010 would not load any of the reforged monsters either.

    Thanks for the help guys. Everything looks great.

    Leave a comment:


  • Seven
    replied
    @ sb306

    I tried to simulate your issue but could not.
    - tried several DarkPlaces builds.
    - double-checked the content from my 2 release packs

    The thing which is really wired is, that you only have an issue with the ID1 rocket.
    That makes absolutely no sense.
    If one shader work, then all shader must work.


    Please do/check the following:
    1.) Open the shader file in "scripts" folder with notepad.
    Search for "b_id1rocketbar" (without quotes and without .tga).
    You must find it.
    a little below the animation, should be:
    animMap 10 textures/b_ID1rocketbar_00.tga textures/b_ID1rocketbar_01.tga ... and so on (until _15)
    Then it should work.

    2.) Use another program to unzip my release pack.
    I used classic WinZip to pack it.
    Seanstar told me several days ago, that he experienced problems, when using 7zip.
    Maybe that could be the reason.

    3.) Use this DP build

    Its really wired, because all other shaders work.
    They are all in the same file.
    Until now nobody else had this issue.

    Hope I could help a little.

    Kind regards,
    Seven

    Leave a comment:


  • osjclatchford
    replied
    this is typically great stuff guys...

    Leave a comment:

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