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Quake Animated-REFLECTING-OVERLOAD

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  • talisa
    replied
    @kreaper

    of course, the rain&fog can also be gotten seperately:
    http://quakeone.com/forums/quake-hel...html#post89539


    and if you also have MP1 scourge of armagon, i made rain .ent files for that
    http://quakeone.com/forums/quake-mod...g-mp1-soa.html


    and @ gdiddy62
    you're welcome, glad to help

    Leave a comment:


  • gdiddy62
    replied
    @Webangel and splitterface

    THANKS !!

    Leave a comment:


  • kreaper
    replied
    seanstar.. brilliant, that was the culprit.. i removed the ents from the map folder and i see all the effects now. but the prob now is that the ent files i removed were for the weather effects by seven.. the fog and the rain.. which i really liked. does anyone know how i could get the two sets of effects to work together at the same time?

    Leave a comment:


  • talisa
    replied
    ah yes, i see, nice. great that you managed to make the filesize less then half the size it used to be,
    and with zero change in quality even

    fixed up the overload pk3 again and removed all the stuff except what is needed to have only the animated & reflecting textures:
    DOWNLOAD

    and ive also took the time to do the same for the rogue pk3 so it now only includes the window-textures:
    DOWNLOAD


    remember to add the line ' r_texture_dds_load "1" ' to all your autoexec.cfg files (also the ones in your hipnotic and rogue folders!)in for the animated and reflecting textures to work

    Leave a comment:


  • _Smith_
    replied
    My readme is also related to progs.dat and info in it is unnecesary and outdated too. Seven has changed aming mod cvars, and dropped varied corpse hp option. I've reimplemented corpses hp options in my compilation again, but with different cvars too.

    Because of reasons stated in previous post, you could put default ent files in separate pk3, for example:
    Install\id1\
    zReflecting_textures_DDS.pk3
    zOverload_ent_files.pk3

    It would be more convenient that way imo.
    Do not bother reuploading now, this stuff is not important, but consider these suggestions in a future update.

    Leave a comment:


  • webangel
    replied
    Sorry I missed the maps and scripts folder

    Updated version is online now!

    @Splitterface - please try it!
    The file is much smaller

    @_Smith_
    Thank you
    You are right. You can delete Sevens readmes.

    File name: zReflecting_Overload.zip File size: 62.03 MB

    I have added the MP2 windows Textures!
    Last edited by webangel; 12-17-2011, 02:21 AM.

    Leave a comment:


  • talisa
    replied
    Originally posted by _Smith_ View Post
    and someone may want only reflective and animated textures without extra effects ( due to performance hit or someone may simply do not like them )
    actually, i am one of those people, who only wanted the animated and reflecting textures without the rest of the effects

    ive repacked the mod myself to only include the files needed for the animated&reflecting textures
    Last edited by talisa; 12-17-2011, 04:04 AM.

    Leave a comment:


  • _Smith_
    replied
    There is scripts\ folder missing in zReflecting_Overload_DDS.pk3 file.

    Since you are not including progs.dat I would remove all readmes and source codes related to it since they are outdated and Seven has up to date readmes included in SMC.

    I suggest to not include any .ent files inside .pk3 because they break compatibility with old mods, and someone may want only reflective and animated textures without extra effects ( due to performance hit or someone may simply do not like them )

    I haven't left my prise for your great work on these textures yet. They're really nice. Thanks !

    =====
    There are hosting services that do not feature: timers, captcha, popup ads, limited download speeds on free accounts. Why not use them
    Last edited by _Smith_; 12-16-2011, 04:30 PM.

    Leave a comment:


  • webangel
    replied
    OK!
    So here is a update!
    Filesize reduced to 60MB. No new maps atm.

    Later new Maps will follow:
    File name: zReflecting_Overload.zip File size: 62.03 MB

    Please delete everything QRO-related in your folders-
    And you have to enable your DDS feature with:

    "r_texture_dds_load" "1"

    Type this into the console or into your config.cfg AND RESTART your Darkplaces!!!
    Last edited by webangel; 12-17-2011, 02:27 AM.

    Leave a comment:


  • gdiddy62
    replied
    The hit on my fps is less than the other beam. What did you do to help this Sean?
    Looks good in game!

    Leave a comment:


  • IronWarfare
    replied
    As always, Seanster has the coolest weapons and stuff in his screenshots

    Leave a comment:


  • seanstar
    replied

    hi

    @Kreaper

    not exactly sure if i understand your problem but it maybe Webangels ent files arent being used.

    you could try...rename or remove your maps folder in id1 and remove any old paks with ent files.


    @Webangel

    hows it going...any new ent files in the works?

    id love some for DOE.


    im uploading my new full beam model with three times the lights rays...ive made it for all the windows and adjusted the nice textures from webangels pack to fit the new full beam...i also added some luma textures and now the beams stand out more...maybe this is not perfect on all maps but i like the effect.

    this beam angle has been changed and i was wondering if anyone could give me some feedback on them.

    screenshot


    here's the link`fullbeam.pk3


    regards


    Sean

    Leave a comment:


  • kreaper
    replied
    thanks xolve for the suggestion.. i removed the effectinfo that was provided in SMC 3.61 and added multiple z's to the front of the name of SMC pk3, and removed the progs.* file again... and still get nothing but the cool refelctions in the windows. any other ideas?

    i was thinking that i have a folder called progs filled with all kinds of files in my id folder from rygels retexture pack.. would that be conflicting with this pk3?

    Leave a comment:


  • _Smith_
    replied
    Included in “reflecting” pk3 effectinfo.txt and progs.dat are outdated if you are using Seven's SMCv3.61, and you can remove them, or make it sure “SMC” is after “reflecting” in the loading order.

    If at any time Webangel decide to update/reupload this pack: I think only textures and shader scripts should be packed in pk3. Since beams have noticeable performance impact .ent files shouldn't be packed in pk3 so anyone can decide whether and which ones to use.

    Leave a comment:


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

    I thought we discussed your issue already: here

    What you need to know is:
    1.) In your complete ID1 folder, there should only be 1 file for each !
    As soon as you have 2, your problems will start.
    2.) As I described in above link, the naming of the files are important.
    It doesnt matter if you use .pak or .pk3. If the last one in alphabetical order uses any file, that exists in another pack: This one will be used !
    3.) If you put a "progs.dat" or "effectinfo.txt" directly inside your ID1 folder,
    this file will ALWAYS be used (doesnt matter if a file with same name is in any other pack). So this file overrides anything.
    4.) The same as point 3.) applies to ALL other files, which are directly in ID1 subfolders.
    If you have files inside your ID1/progs folder, they will always be used. Doesnt matter if you have a file with the same name in 10 other .pk3 packs.

    So what we learned now is the loading sequence of DarkPlaces.

    Please consider this in your ID1 folder:
    - .pk3 overrides .pak
    - direct files + subfolders inside ID1 overrides .pk3


    I know that this post will be forgotten in 1 week and people will ask for it again

    Kind regards,
    Seven
    Sorry, but I am kinda slow
    Thanks though for your patience

    Leave a comment:

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