Announcement

Collapse
No announcement yet.

Dissolution of Eternity - Weapons Pack + PlasmaGun Fix

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • LambentHammerBurst
    replied
    You're welcome.
    So next update plans:
    Edited Nail model (In progress)
    Updated Grappling Hook (done)

    What else would you like to see added or improved upon.

    Leave a comment:


  • keropi
    replied
    just popping in to say that the pack is AWESOME. Thanks!!!

    Leave a comment:


  • LambentHammerBurst
    replied
    Haven't had much luck with the Plasma Projectile in Qrack yet. I will continue to find a way to do it if it's possible. Don't want to go the route of editing QC or Engine to do it.
    The Lava Nails are coming along (See issue Seven mentioned a few messages back) and now the Grappling Hook's animation is overall identical to the original - including the "jumpiness" after the hook returns.
    I will also be including g_models in the pk3 again (grappling hook won't have one). These are not used ingame or even exist. However, will be included for modders and those who may want to use these models in other mods as a weapon replacement (so they have a matching weapon pickup model)

    Leave a comment:


  • LambentHammerBurst
    replied
    Update is coming with a updated version of the Grappling Hook and a improved lava nail (fixes the issue Seven mentioned). However would like to know other improvements you'd like to see.
    I haven't had luck with the Plasma Projectile as of yet, so presently it'd remain as it's own pk3 for easy removal for those NOT using Darkplaces.

    Leave a comment:


  • LambentHammerBurst
    replied
    Yeah simple edits can make huge changes. Quake 3's shaders show this. R00k's lines of code there are basically the same as Q3 Shader's in concept.

    I will look into finding a way to get the plasma projectile to work in Qrack. I did leave it as a separate pk3 for easy removal as I was unsure if it would work in other engines. Seems to be the case here - but I am sure there's a way to get it working without having to edit the engine.

    Leave a comment:


  • osjclatchford
    replied
    is that all it takes? three little lines of code for such a huge difference in visuals!? thats amazing...

    Leave a comment:


  • R00k
    replied
    well it was within the engine not the progs.dat

    Code:
    	{
    		glEnable (GL_BLEND);
    		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    		glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
    	}
    For an engine like fitzQuake, you might want to use a sprite/24bit texture in place of an md3 model.
    Last edited by R00k; 05-04-2011, 03:33 AM.

    Leave a comment:


  • LambentHammerBurst
    replied
    Sounds like he edited the source code. r00k care to PM the changes you did, then I'll add it to my patched progs.dat. It'd benefit those who use engines aside from DP.

    Leave a comment:


  • Lightning_Hunter
    replied
    Wow! I want mine to look that good! Haha. What did you do R00k?

    Leave a comment:


  • R00k
    replied


    Thing is that, the transparency of the model is hardcoded. Unless the mod actually uses .alpha entity field, the engine didnt know to draw it using alpha channels. Originally this model isnt transparent.

    Leave a comment:


  • LambentHammerBurst
    replied
    Originally posted by R00k View Post
    The bolt moving like that is due to the interpolation, u can tweak the gl_interpolate_distance, which, if the distance between the verts interpolated are greater than that value then they wont be interpolated
    What was figuring could of been the cause. Perhaps a future possibility in the engine would be to have a gl_interpolate_distance_viewmodel?
    That way we can keep the value for all other models but disable/use a different value on weapon models? In reality this should also happen on Ruohis' LG gun too (one in Rygel's pack) and that's a commonly used weapons pack.

    Leave a comment:


  • LambentHammerBurst
    replied
    I'm on my secondary PC so cannot check my contents. Did I use a shader in my final version? If so, that could be why it's like that.

    Leave a comment:


  • Lightning_Hunter
    replied
    Make sure your image for the bolt replacement texture is alpha channeled.
    Yes, it appears to have an alpha channel. What else would cause it?

    Leave a comment:


  • R00k
    replied
    The bolt moving like that is due to the interpolation, u can tweak the gl_interpolate_distance, which, if the distance between the verts interpolated are greater than that value then they wont be interpolated.

    Make sure your image for the bolt replacement texture is alpha channeled.

    Does this mean Qrack is doomed?

    Leave a comment:


  • LambentHammerBurst
    replied
    For the Plasma Gun - disable my fixed progs.dat (rename it) and see if the issue is gone. It actually could be caused by that. However that will itself disable the animation of the gun most likely (as I coded the weapon animation to follow the Rocket Launchers).


    First box is frame 2 (and all further frames are in same location - just animated). Second box is frame 0 (the idle frame). There's no frame that has the lightning in that position. So it seems like Qrack is doing a "blend" of the first and second frame? Something to bring to Rook's attention.

    For the Plasma Ball - as far as I know, more than likely unless there is a work around for it that I am unaware of.
    Attached Files

    Leave a comment:

Working...
X