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  • A few questions

    Some quick questions, I'd be grateful for any and all answers.

    In Darkplaces, is there a depth of field option, and is it dynamically usable?

    Again in Darkplaces, is there a way of having large amounts of grass while still using the usual compilers/map type?

    Finally, I've searched a lot of some different melee weapons, e.g. bats, iron bars etc., and different zombie models, but with no success - any hints would be welcome?

    I know I'm being a bit cheeky, but many thanks in advance

  • #2
    I don't use dp, so I can't answer those.

    It sounds like you are looking for weapons to add to the game? This would have to be done through a mod. Or, do you want custom models for the axe so it just looks different, but acts the same?

    I don't recall someone making new zombies, but I never look out for it. Perhaps the Remake Quake project had new zombie models? I think they remade all of episode 1, so it should have zombies, but don't hold me to that.

    Good luck.

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    • #3
      i'm new here too, some of the Q's i need the answer
      مواقع تورنت

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      • #4
        in regards to different zombies, the arcane dimensions mod has zombie knights


        Func_Msgboard: Updated Q1SP MOD - Arcane Dimensions 1.5
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

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        • #5
          Originally posted by ajay View Post
          In Darkplaces, is there a depth of field option, and is it dynamically usable?
          Yes. It is known as field of view and is an option in most engines. The command is simply 'fov' followed by the number you want in degrees. 90 is standard. 180 is all the way back, 10 is all the way forward.

          The DP zoom setting is an aliased command that adjusts the fov and the mouse sensitivity simultaneously. You can alter this yourself within a cfg configuration file, and then bind them to a keyboard button or your mouse scroll wheel. Go to the console and type in 'zoom_in' and you'll see what I mean. Type in 'apropos zoom' and the zoom_in and zoom_out aliases will be explained on the console.

          EDIT: in case you didn't know, the 'apropos' command in DP is basically a search function. It's very useful for finding all the commands/cvars to alter the engine. For example, typing in 'apropos particles' will bring up all the commands/cvars that have the word particles located within them, or within their descriptions. Handy.
          'Replacement Player Models' Project

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          • #6
            Originally posted by ajay View Post
            In Darkplaces, is there a depth of field option, and is it dynamically usable?
            Not really, as far i know there is not DOF in darkplaces. Some xonotic player ask to lordhavoc about it time ago....


            aniway if you are good with GLSL postprocess you can code your own shader...
            not so good results aniway
            [ame="http://www.youtube.com/watch?v=lZO1SodNR38"]http://www.youtube.com/watch?v=lZO1SodNR38[/ame]

            Originally posted by ajay View Post
            Again in Darkplaces, is there a way of having large amounts of grass while still using the usual compilers/map type?
            i know you are using q1bsp, with q3map2 you can place grass models via shaders/scripts.

            I suggest you use large-flat models + low res textures
            Time ago i did try using grass models with some nice results, but the performance is not so good
            [ame="http://www.youtube.com/watch?v=Zu_KZTT5RDc"]http://www.youtube.com/watch?v=Zu_KZTT5RDc[/ame]

            I believe you can place some grass here and there, with a nice floor texture, and you can obtain a good grass and design,
            the invasion has begun! hide your children, grab the guns, and pack sandwiches.

            syluxman2803

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            • #7
              Apologies, I incorrectly assumed you meant FOV when you asked about DOV. I didn't know there was a difference. Disregard my first post!
              'Replacement Player Models' Project

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              • #8
                Taking all your questions at once, it gave me the idea that, you are thinking of making a zombie survival mod using DP, is that correct?

                If so, then search out Left4Quake on moddb. I believe they replaced the knight model with a zombie, so as to have the more modern "28 days later" quick rush type.

                Apart from what nahuel said, could do patches of grass with sprites or small spikey bits with a model.
                Because Quakes portal based rather then like the more modern streaming engines, I don't know how great the performance would be to have a large open area with lots of criss crossing strips of grass, totally possible tho'. Might try it out myself.

                Please give us some more info about your idea, I'm sure someone will have had a go at something similar.
                Username : Atomic Robokid on Steam

                Please check out my Quake made things:

                https://www.indiedb.com/games/run-over
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