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  • Mugwump
    replied
    Originally posted by Seven View Post
    If you convert TGA or PNG into JPG you will lose all alpha channels/pixels and therefore bugs that you encounter may occur.
    Furthermore, DP loads .tga faster than .png and .jpg, so there's really nothing to gain from the conversion (side note: you should know about this, it's in the readme). Supposedly .dds is faster than .tga, but apparently it doesn't work for every type of texture.
    Last edited by Mugwump; 01-11-2017, 11:15 AM.

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  • enderandrew
    replied
    So the problem was when I changed player.tga into a .dds file.

    I pulled the .dds file and replaced it with the original player.tga and now it is working as intended.

    I'm not sure why some textures work as .dds files, but others do not.

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  • Seven
    replied
    Hello enderandrew,

    Originally posted by enderandrew View Post
    First off, let me say that I love this mod and it looks like @Seven consistently does great work across multiple mods/projects.
    Do not believe the hype. I am just Seven. Neither a good coder, nor a good modeler, texture or sound artist. I only scratched the surface of what is possible with advanced Quake engines.
    We have to thank the engine coders for all the new features they gave us. We are just users. They are the real heroes.




    Originally posted by enderandrew View Post
    I initially downloaded Epsilon (which worked out of the box until I updated to the latest DP nightly build).
    The epsilon compilation uses outdated mods. DarkPlaces changed various features since that time and most mods have been modified/updated with each DarkPlaces change at quakeone.com.
    The person who put together the epsilon compilation is not able to fix his own compilation, because he is not a modder. He is only a collector. Even now he blames engine bugs which have been fixed for quite some time. So lets not talk about epsilon in this thread.




    Originally posted by enderandrew View Post
    I was encouraged to download mods individually and come together with my own install rather than using Epsilon.
    That is a good idea if you want to know and understand how things work. This way you will avoid bugs, use new mod versions and are able to have new features.
    Altogether with new Darkplaces builds and support of its new features together with new maps. So yes, a good idea.




    Originally posted by enderandrew View Post
    I've been throwing some in a folder together, checking for conflicts, picking from textures/models that try to overwrite each other, converting some textures into DDS files where I can, and turning TGA files into PNG or JPG when I can't turn them into DDS files.

    This may be broken because of my install. I need to get back to a clean DP install and test with only SMC to verify it happens there as well, but I'm having an issue with player reflections.
    That is exactly what I think. Changing replacement content always has the risk to break things.
    Your described work chain has a great risk of breaking textures. Example: If you convert TGA or PNG into JPG you will lose all alpha channels/pixels and therefore bugs that you encounter may occur.





    Originally posted by enderandrew View Post
    The player refection is really light and barely noticeable most of the time.
    It is not if you use original SMC with original replacement content. I recorded a youtube clip about this feature some time ago that shows how it looks like. Using impulse 20 (= instant melee attack) during action does not change the visuals: https://www.youtube.com/watch?v=eGzv1k8uvbA

    By the way, the value of how much you see reflections in reflecting surfaces, is set inside the shader, not the model or mod. Read more about it inside the DP pretty water, teleporter and lava downloads for example. There are many more examples floating around in this forum (incl. a tutorial how to use them).




    Originally posted by enderandrew View Post
    However, the axe shows up much stronger if I enable the "quick melee attack" option, so the axe is always visible in my reflection even if I have another weapon out.

    The show player legs option really dominates the reflection if I turn the camera slightly down.
    To explain the issue you seem to have a little bit more in detail:
    The player model with dedicated weapon models, which is used in the SMC, has 3 textures per model: player body, carried weapon, weapon on his back.
    If the player body is more transparent compared to the other 2 textures, the player body texture itself has wrong transparency. All 3 textures are handled identically by the SMC, as it only uses/handles the model, not the model parts.
    Also, the player_legs model is hidden inside + behind the player model. So you will normally not see it in reflecting surfaces. The SMC also disables/hides it when not looking down.





    Originally posted by enderandrew View Post
    Again, I'll try to replicate this with a base install plus SMC, but I can repackage my install basically in a .pk3 if someone wants to try and replicate it with what I have and help me troubleshoot it.
    You will see that everything works fine with original SMC and unchanged content.





    Originally posted by enderandrew View Post
    Thanks!
    You are welcome.
    If you have additional questions, feel free to ask. This way also others may benefit from it if they might have similar questions in the future.


    Have fun with Quake,
    Seven

    Leave a comment:


  • enderandrew
    replied
    First off, let me say that I love this mod and it looks like @Seven consistently does great work across multiple mods/projects.

    I initially downloaded Epsilon (which worked out of the box until I updated to the latest DP nightly build).

    I was encouraged to download mods individually and come together with my own install rather than using Epsilon.

    I've been throwing some in a folder together, checking for conflicts, picking from textures/models that try to overwrite each other, converting some textures into DDS files where I can, and turning TGA files into PNG or JPG when I can't turn them into DDS files.

    This may be broken because of my install. I need to get back to a clean DP install and test with only SMC to verify it happens there as well, but I'm having an issue with player reflections.

    The player refection is really light and barely noticeable most of the time. However, the axe shows up much stronger if I enable the "quick melee attack" option, so the axe is always visible in my reflection even if I have another weapon out.

    The show player legs option really dominates the reflection if I turn the camera slightly down. Here are some screenshots:

    Quake Player Reflection - Album on Imgur

    Again, I'll try to replicate this with a base install plus SMC, but I can repackage my install basically in a .pk3 if someone wants to try and replicate it with what I have and help me troubleshoot it.

    Thanks!

    Leave a comment:


  • Seven
    replied
    Hello Avalan,

    This mod doesnt force wider fov or any other changes in your personal config.cfg. You seem to do something wrong when you encounter issues like this.

    ----------------------------

    Hello,

    For the people who are using the small mod compilation: You should definitely use v5.50 Beta3.
    This is the last publicly released version. It brings some nice new features and kills bugs from older versions. So far I didnt hear any new bugs or issues.

    This update also makes the improved underwater ambience possible as shown here if people are interested.

    Always read the readme´s, which answeres 90% of all questions for beginners or if you encounter strange behaviours. And if you have the time, browse through the smc download to find many additional content which you might want to try... There is a reason why it is so big.

    Have fun with your Quake,
    Seven


    EDITED:
    I suggest to use the torch model from this threat. They are better looking in my opinion and were released after the last SMC update, so they could not be included. Read the included readme to see how you switch them easily in your Quake.
    Keep in mind that you can adjust the torch tilt angle towards the wall as well as the distance towards the wall via smc_config.cfg to your personal liking. I suggest a slightly smaller tilt angle for the new torch.
    EDITED
    Last edited by Seven; 01-07-2017, 03:32 AM.

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  • Mugwump
    replied
    OK, I'll send you a PM tomorrow. I won't have time tonight, I'm going out.

    Leave a comment:


  • enderandrew
    replied
    Originally posted by bfg666 View Post
    Nowhere... Seven hasn't logged in to QuakeOne in two months now, so don't expect an answer from him soon (I hope he's OK). He was so kind as to send me his shader-modified shotguns as examples but he didn't upload them publically because he believes in teaching people to do stuff themselves instead of just reaping the works of others. I can send them to you if you want, it's super easy once you have an example at hand and follow the method he explained in post #2806 in the same thread you linked, plus you'll be able to do it for any weapon you like.
    I hope he is well, but just busy.

    The script example looks simple, but I assume you'd need the cubemap files to make it work. That would be great if you could pass them on.

    Leave a comment:


  • Mugwump
    replied
    Nowhere... Seven hasn't logged in to QuakeOne in two months now, so don't expect an answer from him soon (I hope he's OK). He was so kind as to send me his shader-modified shotguns as examples but he didn't upload them publically because he believes in teaching people to do stuff themselves instead of just reaping the works of others. I can send them to you if you want, it's super easy once you have an example at hand and follow the method he explained in post #2806 in the same thread you linked, plus you'll be able to do it for any weapon you like.

    Leave a comment:


  • enderandrew
    replied
    Actually, looks like the 5.5 beta file is no longer on zippyshare. Are you planning on a public 5.53 beta?

    Originally posted by Seven View Post
    Hello gdiddy as well as everyone else who are using weapon packs with dpreflectcube shaders together with current darkplaces builds. I found the one I developed back then. I called it "stupid barrel idea" LOL
    http://www.youtube.com/watch?v=DA5CXg-wJM0


    This is how the shaders should look like. Example for shotgun:
    (assuming cubemaps and weapon skins are placed in the below mentioned folders. If not, adjust the paths accordingly)
    Code:
    v_shot
    {
    	dpreflectcube textures/cubemaps/shot
     	{
    		map textures/v_shot.tga
    		rgbgen lightingDiffuse
    	}
    }
    Have fun,
    Seven
    Your video is labeled "stupid barrel idea" except I don't think it looks stupid at all.

    http://quakeone.com/forums/quake-mod...tml#post169722

    The script you post mentions:

    dpreflectcube textures/cubemaps/shot

    I don't have a shotgun cubemap anywhere in any of the texture packs or mods I downloaded. Do I need cubemap files for the shotgun to pull off the effect shown?

    Where do I find a weapon pack with dpreflectcube shaders?
    Last edited by enderandrew; 01-06-2017, 01:40 AM.

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  • enderandrew
    replied
    Originally posted by Seven View Post
    3.00 - 3.30 min. Teleporter traveling effect #2 (Fast moving particle sparks)
    I'm assuming you'll have options for both teleporter effects given how many options this mod already has. If you're only picking one, I'd like to +1 for the 2nd teleporter effect personally.

    I saw in another thread a mention that there is a beta for 5.5 somewhere. Where can I find that?

    Edit: Found it on page 273

    http://quakeone.com/forums/quake-mod...tml#post167086
    Last edited by enderandrew; 01-05-2017, 10:48 AM.

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  • enderandrew
    replied
    Originally posted by talisa View Post
    make sure you have 'RT Dlights' enabled in the lighting options to see the flashlight
    That was it. I turned off all the RT lights troubleshooting something else but that has fixed it. Sorry, simple mistake on my part.

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  • talisa
    replied
    make sure you have 'RT Dlights' enabled in the lighting options to see the flashlight

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  • enderandrew
    replied
    The flashlight isn't working for me for some reason. I enabled it in smc_config.cfg and then bound a key to it in my config.cfg

    I get a message on screen that my Flashlight is On or Off as I hit the key, but I see no light effect.

    Leave a comment:


  • Mugwump
    replied
    I never had any tearing problem in DP with vsync on. My monitor is at 60Hz and my framerate capped at 60fps. Oddly enough, I do occasionally encounter some tearing in Quakespasm.

    Leave a comment:


  • Focalor
    replied
    Not sure if this applies to Q1 and DarkPlaces, but in Q2 it's preferable to have a frame rate of 120 if you're using a moniter with a 60hz refresh rate in order to eliminate all ugly "screen tearing" when looking around quickly. Any frame rate equal to or a multiple of your moniters refresh rate is optimal. For another example, if your moniter is running 70hz, you'd want a rate of 140fps (70 x 2 = 140). However, I dunno that DP has a setting to set the fps like Q2 clients do. If so, something to consider for buttery smooth performance.

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