K, this is my first post here, and I combed for anything similar before typing this, but the only posts i found were the posts that got me as far as i already am. also, I apologize for the giant images.
I'm trying to develop a somewhat realistic armor-mounted torch for use in Quake, specifically DarkPlaces, and even more specifically, the Quake HD pack. I have the Sneep flashlight, and I've got the other one, the torch developed by either Seven or Nahuel (not sure which one credit goes to for the version i'm using currently; i'm sure someone can set me straight on that). SO, without further ado, the screenshots. And if for some reason the images don't work, let me know.
Screens from standard Quake. Introduction, Castle Of The Damned, and Necropolis. It's running in DP, but all effects are set to standard. Now let's look at the same places in my HD version.
That dynamic lighting leaves a bit of light to be desired. Specifically that hallway in Castle Of The Damned. Later levels (Gloom Keep, for instance) have whole long hallways with as little light. And to be honest, I like this; I like it that dark. It's a great way to further ramp up tension. But in a hallway like the one in Gloom Keep, when you've got a Knight or a Fiend coming after you and your whole screen is just black and you're trying to shoot, that ceases to be scary and becomes more irritating than anything.
I know I'm beating a dead horse saying all this; you all know a modded DarkPlaces game can be brutally dark in some places, and some of you probably learned how to deal with that in those situations. But I think my personal taste leans toward having a dull little armor light to click on as i fumble around in the dark. and that adds a tension all its own. So i set out to attain that. found the two mods mentioned above, and instantly discovered I would love to find a way to mesh the two.
Sneep's Light:
and the Torch:
What I'm shooting for is an armor-mounted light, like with Sneep's light. instead of the single point light, however, i want to get a projection similar to the Torch (but not angled to simulate the light being held; it's cool with the torch, but i'm going for efficiency, rather than effect) i want to center it up, so it's aligned with the crosshair instead of just below it, but if i were to be able to get the rest of it to work, that would be a moot point. and i would love to be able to step up the range slightly; the Sneeplight's infinite distance is a bit excessive in this case, especially since it generates a bloom on whatever it hits, and the Torch has a nice range effect, but i would extend it a few feet for Quake use. the final result would be something akin to the Quake 4 flashlight, but with limited reach.
i've been toying with it for a few days now, but i know very little about the Quake-C coding, so although I can follow tutorials, I get lost completely when it comes to linking up files to code in the .qc documents. but seeing the two mods pulling off these features in separate places leads me to believe i've got everything i need to do this right here, if i could figure out how to piece it all together.
So my question would be, where would I start for all of this? So far I've got the click sounds for the armor mounted light working, although I need to figure out how to pre-cache the sound effects so it doesn't harass me with the message telling me to. where would i find the code in the Torch files that lets me alter things like range or alighment? I'm guessing that specific flashlight projection is an image file in his progs folder?
The last thing I need to figure out is how to get these mods to load in my Quake HD game. i couldn't tell you exactly what all is in it, but it was downloaded as a pack from ModDB some time ago (pre-epsilon, i think; still has original sfx). but loading these mods into it crashes the game to desktop immediately. i'm sure it's a simple explanation, but hell if i know what it is, and without any error message upon crash, i have no clues to go on.
okay, that's my spiel. any ideas?
I'm trying to develop a somewhat realistic armor-mounted torch for use in Quake, specifically DarkPlaces, and even more specifically, the Quake HD pack. I have the Sneep flashlight, and I've got the other one, the torch developed by either Seven or Nahuel (not sure which one credit goes to for the version i'm using currently; i'm sure someone can set me straight on that). SO, without further ado, the screenshots. And if for some reason the images don't work, let me know.
Screens from standard Quake. Introduction, Castle Of The Damned, and Necropolis. It's running in DP, but all effects are set to standard. Now let's look at the same places in my HD version.
That dynamic lighting leaves a bit of light to be desired. Specifically that hallway in Castle Of The Damned. Later levels (Gloom Keep, for instance) have whole long hallways with as little light. And to be honest, I like this; I like it that dark. It's a great way to further ramp up tension. But in a hallway like the one in Gloom Keep, when you've got a Knight or a Fiend coming after you and your whole screen is just black and you're trying to shoot, that ceases to be scary and becomes more irritating than anything.
I know I'm beating a dead horse saying all this; you all know a modded DarkPlaces game can be brutally dark in some places, and some of you probably learned how to deal with that in those situations. But I think my personal taste leans toward having a dull little armor light to click on as i fumble around in the dark. and that adds a tension all its own. So i set out to attain that. found the two mods mentioned above, and instantly discovered I would love to find a way to mesh the two.
Sneep's Light:
and the Torch:
What I'm shooting for is an armor-mounted light, like with Sneep's light. instead of the single point light, however, i want to get a projection similar to the Torch (but not angled to simulate the light being held; it's cool with the torch, but i'm going for efficiency, rather than effect) i want to center it up, so it's aligned with the crosshair instead of just below it, but if i were to be able to get the rest of it to work, that would be a moot point. and i would love to be able to step up the range slightly; the Sneeplight's infinite distance is a bit excessive in this case, especially since it generates a bloom on whatever it hits, and the Torch has a nice range effect, but i would extend it a few feet for Quake use. the final result would be something akin to the Quake 4 flashlight, but with limited reach.
i've been toying with it for a few days now, but i know very little about the Quake-C coding, so although I can follow tutorials, I get lost completely when it comes to linking up files to code in the .qc documents. but seeing the two mods pulling off these features in separate places leads me to believe i've got everything i need to do this right here, if i could figure out how to piece it all together.
So my question would be, where would I start for all of this? So far I've got the click sounds for the armor mounted light working, although I need to figure out how to pre-cache the sound effects so it doesn't harass me with the message telling me to. where would i find the code in the Torch files that lets me alter things like range or alighment? I'm guessing that specific flashlight projection is an image file in his progs folder?
The last thing I need to figure out is how to get these mods to load in my Quake HD game. i couldn't tell you exactly what all is in it, but it was downloaded as a pack from ModDB some time ago (pre-epsilon, i think; still has original sfx). but loading these mods into it crashes the game to desktop immediately. i'm sure it's a simple explanation, but hell if i know what it is, and without any error message upon crash, i have no clues to go on.
okay, that's my spiel. any ideas?
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