Mod Request - Mapper-friendly mod with darkplaces features
Moderator: InsideQC Admins
40 posts
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LordHavoc wrote:Except that no engine implements transparency of this type on mdl, least of all stock Quake.
Yeah, I just tested it and it didn't work. My bad.
I'll upload my light bulbs when i finish them.
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behind_you - Posts: 237
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LordHavoc wrote:Except that no engine implements transparency of this type on mdl, least of all stock Quake.
Hexen2 does, thus FTE does. I believe it just uses one of the otherwise unused flags to mark that it should. Other than the interpretation of that flag(and the palette) the format is the same. Actually setting that flag from an editor might be awkward, however...
- Spike
- Posts: 2892
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- Location: UK
Spike wrote:Hexen2 does, thus FTE does. I believe it just uses one of the otherwise unused flags to mark that it should.
Interesting.... Seems to be this flag, stored in the MDL header :
- Code: Select all
#define EF_HOLEY (1 << 14) /* Solid model with color 0 */
- andrewj
- Posts: 133
- Joined: Mon Aug 30, 2010 3:29 pm
- Location: Australia
or just use a replacement texture with an alpha channel, and a shader that states alphatest, which basically comes out the same.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Hey folks, just a reminder that I need help on this project. If I'm going to make a release by Friday, I could really use a hand in several areas. Specifics:
1. I need someone to go through and make Radiant and/or .fgd definitions. QuakeC/editor knowledge helpful.
2. I could really do with a new logo and/or site design. Someone with some art talent could design one maybe?
3. I'm churning out horrible test maps. Some more detailed levels that don't make one's eyes bleed would be handy. These don't need to be highly polished, just presentable. scar3crow is doing the main hub map, but his time is limited also.
4. I've got a bunch of tiny QuakeC tasks remaining, that if someone knowledgeable in QuakeC has some time, we could split them up and be done in half the time.
5. The wiki documentation needs a lot of work. Goes a bit hand in hand with #1. I'm surprised at how much time writing that stuff consumes.
6. Testing - There are undoubtedly bugs right now. Someone who knows how to map could try out the entities and report exactly what is broken. Probably more dependent on the above however.
If I don't get help on any of these, I'll still finish the mod, but it will probably be sometime after Qexpo. If I can get help on one thing I'll probably have enough bandwidth to do the rest myself (excluding logo/site design). Any additional help will ensure a higher level of polish.
If you're interested in helping, post here, hit me up on irc, or send me a private message. Thanks for your time.
1. I need someone to go through and make Radiant and/or .fgd definitions. QuakeC/editor knowledge helpful.
2. I could really do with a new logo and/or site design. Someone with some art talent could design one maybe?
3. I'm churning out horrible test maps. Some more detailed levels that don't make one's eyes bleed would be handy. These don't need to be highly polished, just presentable. scar3crow is doing the main hub map, but his time is limited also.
4. I've got a bunch of tiny QuakeC tasks remaining, that if someone knowledgeable in QuakeC has some time, we could split them up and be done in half the time.
5. The wiki documentation needs a lot of work. Goes a bit hand in hand with #1. I'm surprised at how much time writing that stuff consumes.
6. Testing - There are undoubtedly bugs right now. Someone who knows how to map could try out the entities and report exactly what is broken. Probably more dependent on the above however.
If I don't get help on any of these, I'll still finish the mod, but it will probably be sometime after Qexpo. If I can get help on one thing I'll probably have enough bandwidth to do the rest myself (excluding logo/site design). Any additional help will ensure a higher level of polish.
If you're interested in helping, post here, hit me up on irc, or send me a private message. Thanks for your time.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
FrikaC wrote:Hey folks, just a reminder that I need help on this project. If I'm going to make a release by Friday, I could really use a hand in several areas. Specifics:
1. I need someone to go through and make Radiant and/or .fgd definitions. QuakeC/editor knowledge helpful.
2. I could really do with a new logo and/or site design. Someone with some art talent could design one maybe?
3. I'm churning out horrible test maps. Some more detailed levels that don't make one's eyes bleed would be handy. These don't need to be highly polished, just presentable. scar3crow is doing the main hub map, but his time is limited also.
4. I've got a bunch of tiny QuakeC tasks remaining, that if someone knowledgeable in QuakeC has some time, we could split them up and be done in half the time.
5. The wiki documentation needs a lot of work. Goes a bit hand in hand with #1. I'm surprised at how much time writing that stuff consumes.
6. Testing - There are undoubtedly bugs right now. Someone who knows how to map could try out the entities and report exactly what is broken. Probably more dependent on the above however.
If I don't get help on any of these, I'll still finish the mod, but it will probably be sometime after Qexpo. If I can get help on one thing I'll probably have enough bandwidth to do the rest myself (excluding logo/site design). Any additional help will ensure a higher level of polish.
If you're interested in helping, post here, hit me up on irc, or send me a private message. Thanks for your time.
1- i can do that
2- i cant do that
3- i can do that, but it takes me a long time to map
4- it depends on the difficulty. i'm okay at quakec.
5- i can do this
6- i can do this
im really willing to help, pm me with some details
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
Re: Mod Request - Mapper-friendly mod with darkplaces featur
I'm starting to do a little research on what features are implemented and what I need to know to use them in maps. Gonna be churning out some stuff soon as I done checking out what makes everything tick. I'll see about writing some documentation on what I figure out.
- Static_Fiend
- Posts: 10
- Joined: Wed Mar 17, 2010 1:47 am
Re: Mod Request - Mapper-friendly mod with darkplaces featur
Apologies for the double post. I've made quite a lot of edits to the wiki recently, adding a lot of documentation, as well as undoing a lot of the vandalism that's gone on. If possible the wiki should have much stricter control of who's allowed to edit pages, or perhaps edits should require admin approval.
- Static_Fiend
- Posts: 10
- Joined: Wed Mar 17, 2010 1:47 am
Re: Mod Request - Mapper-friendly mod with darkplaces featur
Static_Fiend wrote:Apologies for the double post. I've made quite a lot of edits to the wiki recently, adding a lot of documentation, as well as undoing a lot of the vandalism that's gone on. If possible the wiki should have much stricter control of who's allowed to edit pages, or perhaps edits should require admin approval.
where ???
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Mod Request - Mapper-friendly mod with darkplaces featur
Nahuel wrote:Static_Fiend wrote:Apologies for the double post. I've made quite a lot of edits to the wiki recently, adding a lot of documentation, as well as undoing a lot of the vandalism that's gone on. If possible the wiki should have much stricter control of who's allowed to edit pages, or perhaps edits should require admin approval.
where ???
Read this for a bit. http://nepenthe.frikac.com/index.php?ti ... entChanges
- Static_Fiend
- Posts: 10
- Joined: Wed Mar 17, 2010 1:47 am
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