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  • TR2N
    replied
    Hi Seven,

    me again with a final question.. The "Armor" skins, that are included in your package, can i delete them? I have compared them with the Rygel ones, the Rygel skins have also a gloss file, that is not included in your armor-files. Or should i delete the ones from Rygel? Whatīs about the gloss-file? The armor that is included in your package is not shown in the interface HUD, the same problem like before. Maybe i have to delete them in the Rygel-Pack in the way i did it yesterday with the GFX-folder.

    Do you have Rygel textures in unpacked or pk3-file-form inside YOUR ID3 folder? Do you overwrite Rygels files with yours?


    EDIT: Du hast PM!
    Last edited by TR2N; 12-10-2010, 04:08 AM.

    Leave a comment:


  • Seven
    replied
    That was a long birth for the baby
    Yes, go kill that gfx subfolder.
    All content will be replaced (you will not lose anything, dont worry.)

    Now go and hit em hard

    Seven

    Leave a comment:


  • TR2N
    replied
    Hi Seven

    i have figured it out. When i remove all my pk3-files to a backup folder and only z_hub.pk3 left inside ID3, than it works! After that i have copied my Rygel pack, that i have also packed as pk3 file back to ID1 folder, and the HUD stopped working.

    When i delete my gfx-folder inside my Rygel pk3, would that be a solution? Or do i delete files with that, that are needed?
    Last edited by TR2N; 12-09-2010, 12:13 PM.

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  • Seven
    replied
    Please try this:

    temporary remove all you pk3 files where HUD texture might be inside.
    Then rename your folder: QUAKE\ID1\gfx to QUAKE\ID1\gf__x

    Then put only my HUD pk3 file into your QUAKE\ID1\ folder.
    That should do it.

    Regards,
    Seven

    Leave a comment:


  • TR2N
    replied
    Hi Seven,

    thanks for the hint with that thread, here are a lot of cool gimmicks!

    I have checked viewsize, but that ist 100.. I donīt see the new graphics/icons in the HUD or the new menu visuals! I use your config i found here somewhere, but no chance.

    Hmmmm......

    Leave a comment:


  • Seven
    replied
    Hello TR2N,

    I am glad that you now try other threads/gimmicks as well

    Regarding your issue:
    What exactly does not work for you ?
    Is it that you cannot see the upper row (with small weapon icons and ammo) ?

    If thats your issue, you must change your viewsize in DP.

    To do this, first check your actual viewsize. Type in your console:
    viewsize

    If DarkPlaces tells you, that you have viewsize of 110, you only see the lower row.
    Thats normal.

    To change the viewsize, type:
    set viewsize 100

    Then you will see both rows.
    Have fun with it,

    Best wishes,
    Seven

    Leave a comment:


  • TR2N
    replied
    Hi Seven,

    thank you for the HUD, it looks very cool on the screenshots, but i canīt get it to work! The DP-HUD does not change! I have renamed it to z_hud.pk3 to be at last in the directory, but nothing changed.. Ideas?

    EDIT: Have tested it with your config, no new HUD..
    Last edited by TR2N; 12-09-2010, 10:10 AM.

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  • Spinvis
    replied
    Thanks Seven, just tried it, and it looks pretty good in game, i really like thats its transparent and you don't see the gray blocks behind it. Keeper for me.

    Leave a comment:


  • Seven
    replied
    Hello Mr.Burns,

    this is a good question. Thank you.

    This HUD+Menu compilation can be used for other engines as well.
    I know that only very few people use DarkPlaces. Because in Multiplayer it seems
    to be better to use other engines.

    I kept this in mind while I was working on this one.

    So I made the gfx folder match the requirement for:
    - EZquake (only difference that the "gfx" content must be in textures\wad)
    - Qrack should also work (same things as with EZquake: content must be in textures\wad)
    - DirectQ I dont know. Maybe MH can say something about it ?
    I could not test it, because DirectQ says "Cannot locate Quake". I edited my pak0.pak.
    I guess thats why.


    I am only DP oriented (because I only play Single Player), so I dont know if other engines
    can handle the new monster models for example. here and here.
    But I really guess YES, because they are "only" .md3īs.
    Modified Quake engines should be able to handle them.

    Same for b_box-s-pack-4-models.
    This should be no problem for other engines as well.
    Only the texture formats must be changed maybe.
    DarkPLaces differs between "sprite" and "model" texture, by adding ".mdl_0" (example).

    Whereas projects like "Pretty Water", "New Lava", "New Teleport" or "small mod compilation"
    are probably DarkPlaces only.


    Best thing if MH, R00k and Baker can say something about it.

    Best wishes,
    Seven
    Last edited by Seven; 11-06-2010, 05:28 PM.

    Leave a comment:


  • Mr.Burns
    replied
    Hi Seven,

    Please excuse wht is probably a very newbie question, but I have read with interest the recent enhancements people such as yourself have been adding to quake and wondered if any of these are usable to non DP users such as myself. If so, how does one go about installing and using them with engines such as proquake, Qrack and Engine X?

    Kind regards (and keep up the good work)

    Monty

    Leave a comment:


  • Seven
    started a topic Fully transparent HUD+Menu

    Fully transparent HUD+Menu

    Hello,

    This is something I am working on since a few weeks.
    It is a compilation from different sources/origins.

    The idea behind it was to create a HUD and Menu with maximum transparency,
    combined with beautiful 3D icons.

    To achieve it I searched every possible source available.
    I had to rework most of the files.


    I used these files for my compilation:

    - charset: modified ID#3 V2 by Moon[Drunk]
    - numbers: ID#1 by Moon[Drunk]
    - conback: Amber Quake
    - menues: Mixture between "Metal" and "Mcharset"(from QRP site) both by Moon[Drunk]
    Different versions for DarkPlaces, Qrack and Joequake included
    - ibar: Mixture between PrimEvil and Moon[Drunk] with additional icons (origin unknown)
    - Ammo Icons: by PrimEvil
    - Face Icons: by PrimEvil
    - Powerup Icons: from QuakeBrasil eXtreme Pack v1.0
    - Armor Icons: unknown
    - Weapon Icons: from QuakeBrasil eXtreme Pack v1.0
    - Rune Set: unknown


    As a Bonus, this Pack includes the Armor model+skins Set which fits the Armor Icons
    - Armor in-game: from QWRE (Quakeworld Reloaded)


    I recommend to set the transparency for the weapon icons to 0.7 (default in DarkPlaces is 0.4)
    enter this in your config.cfg: "sbar_alpha_bg" "0.7" (with quotes)
    or enter this once in your console: "set sbar_alpha_bg 0.7" (without quotes)


    Special Thanks to Moon[Drunk], who made most of the original art.
    Visit his page at www.moondrunk.se to see more of his amazing work.


    I hope you like it.
    Seven

    DOWNLOAD alternative DOWNLOAD

    Screenshots where you see all icons at once:
    (they look a little unsharp due to scaling/brightening. In-Game everything is sharp.)








    , ,
    Last edited by Seven; 10-02-2011, 06:39 AM.
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