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...when did you last time look into the "small mod compilation" thread ?
Everything is already explained in there.
Sean was kind enough to give you the Quake 1.06 progs.dat with implemented code for the particle flames.
Rain or snow was never part of Quake FC Zvyozdochka.
So his progs.dat is NOT "in conflict with DP rain option".
If you want more features, it must be coded in.
The progs.dat from Sean is what Quake gives you.
Everything else is extra code.
>Rain or snow was never part of Quake FC Zvyozdochka.
What do you mean that? Particles and, for example, normalmapping was also never a part of original game, so what?
Snow, rain, fog, beautiful particle effects are all eye-candies that does not really affect on gameplay, so it would be great to see it all together.
>If you want more features, it must be coded in.
>The progs.dat from Sean is what Quake gives you.
So new fire effect is also coded in progs that Sean gave us. It doesn't work without Sean's new progs.dat.
Your fire SMOKES! Its nice to see the fps drop is minimal even on my laptop with Intel graphics. I wanted, tried and failed to do something like this well over a year ago. So my question to you is will you be releasing the qc src so we can see how you applied the particles to the torch and fire models? or have you already? It could then be compiled in with with Seven's small Mod released src! ;-D
Effects/features can be done engine-wise or xxQC-wise.
Engines like Qrack (and others) have flames like these done via the engine.
Qrack uses UNEDITED Quake QC source and does it all in the engine. (I have never played Qrack, but saw screenshots that tells me this, so I might be wrong.)
Now back to DarkPlaces:
You NEED (!!) LordHavocs sprite flames code to achieve it.
That is why you failed one year ago
If you look into LordHavocs code (you can find it in dpmod), you will see that he
uses an effect for his sprite flames:
newmis.effects = EF_ADDITIVE;
To give it a blending, when its rendered.
Now, all you have to do is to exchange this EF_ADDITIVE effect with your new effect name.
Or a even smarter way would be to add different effects ontop:
newmis.effects = newmis.effects | EF_STARDUST
The new effect is done like it always was and always will be in DarkPlaces: via effectinfo.txt.
As you know: jakub1 and Jorix showed you very impressive what is possible with it some time ago...
Chip made a beautiful fire effect for his awesome mod (still in development) and released it over at inside3d. Sean modified this effect and forged a nice particle flame out of it.
I will implement the effect in a little different way.
I will make use of the "pointparticles" function (supported via dpextensions.qc).
This makes it possible to freely use more effects + custom-names.
This is needed to bring the cvar (to choose wich flames you want) into play.
I can only underline it again: If you want more features, it must be coded in.
This can be done via engine-side or via xxQC-side.
Kind regards,
Seven
Last edited by Seven; 07-19-2011, 05:12 AM.
Reason: correction of a typo
..I know already of which you speak Seven. I was attempting it through a qc src mod using LH's flame code from dpmod, but using just darkplaces sprite format, not the particle map. At the time I wasn't thinking of adding or changing "newmis.effects = EF_FLAME;" through such means. I have less time now, but I might have a bit more knowledge of this and I do know what part of the code your referring too. You guys have inspired me to want to try again.
Thanks for the thoughts Seven!
FYI: I had nice particle flames coded in the qc and running in DP in less then 5 minutes! Thanks again for the hints.
I really like that Black smoke effect!!
Great Job Pornstar!!!
WARNING
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First I would like to say hi to all the members of this beautifull forum!
I'm not a programmer but I decided to join this forum just to say thanks to all of you who make Quake the game that it is! Big THX to all.
Specialy I would like to thank seanstar for his beautifull particles fire whitch I implemented into Quake 1. Works very nice!
I tried also implementing it into the two expension pack but then the two expension's start behaving strangly, dor, elevator missing etc. Did I have to do something special to correct the issieu, or the particles fire is not prepared to work in the expansion pack's?
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