Search found 1401 matches
- Mon Nov 18, 2019 11:09 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6086955
Re: What are you working on?
Wow, I really like the sea color and transparency, pretty neat considering no GLSL at all! Keep it up the good work, Shpuld!
- Mon Nov 18, 2019 11:01 pm
- Forum: CSQC Programming
- Topic: [SOLVED][FTE]Retrieve entity shader in CSQC
- Replies: 6
- Views: 26139
Re: [SOLVED][FTE]Retrieve entity shader in CSQC
Yeah, thanks Spike I only tried the foo.iqm_0.skin replacement, probably that's why it didn't work. I'll try to use custom skin and see if it works, I'll try also optional args to create skins on the fly
Thanks both for you help!
Thanks both for you help!
- Sat Nov 16, 2019 10:56 pm
- Forum: CSQC Programming
- Topic: [SOLVED][FTE]Retrieve entity shader in CSQC
- Replies: 6
- Views: 26139
Re: [SOLVED][FTE]Retrieve entity shader in CSQC
thanks Spike for the explanation, but still I don't understand how skin format is structured, could you please post a .skin example? And which name should I use? I saw that SteelStorm (2011, Darkplaces engine) uses the format foo.dpm_0.skin. Steel Storm used dpm model format, but it's the same. Is i...
- Sat Nov 16, 2019 10:31 am
- Forum: CSQC Programming
- Topic: [SOLVED][FTE]Retrieve entity shader in CSQC
- Replies: 6
- Views: 26139
Re: [FTE]Retrieve entity shader in CSQC
self.forceshader = 0; works like a charm, even on multi material entitities! incredible, it was so simple!
thanks a lot Shpuld, you saved me LOTS of head-walls interaction!
thanks a lot Shpuld, you saved me LOTS of head-walls interaction!
- Fri Nov 15, 2019 4:31 pm
- Forum: CSQC Programming
- Topic: [SOLVED][FTE]Retrieve entity shader in CSQC
- Replies: 6
- Views: 26139
[SOLVED][FTE]Retrieve entity shader in CSQC
Does anyone know if it's possible to retrieve an entity shader ingame so it can be stored in a var and then re-applied via .forceshader()? Because I took a look at fte csqc defs and it talks about void(entity e, string skinfilename, optional string skindata) setcustomskin = #376; /* Part of FTE_QC_C...
- Sun Nov 10, 2019 6:42 pm
- Forum: Project Showcase
- Topic: [FTEQW][REL] Jumps Done Well
- Replies: 3
- Views: 12680
Re: [FTEQW][REL] Jumps Done Well
great, great, great! The atmosphere, the movements, the character.. it could be a commercial product without problems, what can I say: compliments dude! And thanks as always to have shared the code! Love the music! PS: I'm stuck in the green chamber, once I jumped in the carved platform, now, every ...
- Fri Nov 08, 2019 9:38 pm
- Forum: Engine Programming
- Topic: richter: Q1 rewritten in Rust
- Replies: 1
- Views: 9269
Re: richter: Q1 rewritten in Rust
seems fun, unfortunately I don't know how to code in Rust language, but for rust lovers, this must be quite an interesting project, moreover is completely detached from Id Software's GPL code
- Sun Oct 13, 2019 4:34 pm
- Forum: Project Showcase
- Topic: [FTEQW]spriteED - 2d sprite and game editor
- Replies: 3
- Views: 13065
Re: [FTEQW]spriteED - 2d sprite and game editor
Added, thanks to Spike , the possibility to export artworks to .pfm files, so, now, instead of using raw artworks, spriteED uses exported .pfm files (saved in /data/pfm folder) to render user created tiles, with an unreal performance boost!! No idea why, but image is Y axis flipped, but, anyway, it'...
- Sun Oct 06, 2019 1:13 pm
- Forum: Project Showcase
- Topic: [FTEQW]spriteED - 2d sprite and game editor
- Replies: 3
- Views: 13065
Re: [FTEQW]spriteED - 2d sprite and game editor
Ooops, I forgot simple istructions
- Sat Oct 05, 2019 2:53 pm
- Forum: Project Showcase
- Topic: [FTEQW]spriteED - 2d sprite and game editor
- Replies: 3
- Views: 13065
[FTEQW]spriteED - 2d sprite and game editor
Hi folks! This is my last fatigue! I created a 2d sprite editor that works on FTEQW game engine with CSQC. I was intrigued if it was possible to display 2d images with animations like sprites in CSQC and, if it was possible to create 2d artworks with it. I think it's quite good, you can test it by y...
- Fri Oct 04, 2019 7:07 pm
- Forum: CSQC Programming
- Topic: Creating images in FTE?
- Replies: 8
- Views: 35936
Re: Creating images in FTE?
Try renderscene with scissor test. You simply call that in CSQC_UpdateView and set VF_ORIGIN and VF_ANGLES to your security camera
Code: Select all
setviewprop(VF_ORIGIN, mySecurityCamera.origin);
setviewprop(VF_ANGLES, mySecurityCamera.angles);
- Fri Oct 04, 2019 9:11 am
- Forum: CSQC Programming
- Topic: Creating images in FTE?
- Replies: 8
- Views: 35936
Re: Creating images in FTE?
K thanks. I'll definately try It when I have some free time. What about performance? How can FTE handle PFM textures instead of PNG / TGA? And how much performance hit can I have of use direcly RAW arrays of vectors to display something. I mean, not Just one, Imagine dozens Thanks Spike for your gre...
- Thu Oct 03, 2019 7:46 am
- Forum: CSQC Programming
- Topic: Creating images in FTE?
- Replies: 8
- Views: 35936
Re: Creating images in FTE?
Thanks Spike, as always! I forgot to mention that i need to re-use it in FTE, so will FTE read my pfm file? Because otherwise it's better that I save the entire array of vectors into a text file.
Thanks a bunch Spike!
Thanks a bunch Spike!
- Wed Oct 02, 2019 7:33 am
- Forum: CSQC Programming
- Topic: Creating images in FTE?
- Replies: 8
- Views: 35936
Creating images in FTE?
Hy guys, I was taking a look at the builtins file created by the FTE engine and I noticed that there's a builtin void(string imagename, int width, int height, void *pixeldata, optional int datasize, optional int format) r_uploadimage = #0:r_uploadimage; /* Part of FTE_CSQC_RAWIMAGES Updates a textur...
- Fri Sep 13, 2019 6:14 pm
- Forum: Engine Programming
- Topic: [SOLVED][FTE]Is #CLIENTONLY define really works?
- Replies: 11
- Views: 18696
Re: [SOLVED][FTE]Is #CLIENTONLY define really works?
You're only allowed to throw stuff at the screen during CSQC_UpdateView or CSQC_UpdateViewLoading calls. If you're trying to draw within the callstack of any other entry point then you'll get those sorts of errors. I jush test it with my latest release of Meadow Fun!!, which it's now online since J...