New "dpextensions.qc" Update
Moderator: InsideQC Admins
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New "dpextensions.qc" Update
Hello,
Just to let you know, if you not already aware of it.
LordHavoc implemented a new feature/function into DarkPlaces / dpextensions.qc (date: 26.06.2011)
It opens modders of QC a wide door with almost infinite possibilities.
You can now attach/stick a custom effect to an entity. Similar to:
self.effects = xxxx;
Before it was only possible to call a custom effect via DP_SV_POINTPARTICLES,
but you could not attach a custom effect to an entity.
(that will follow the entity and is spawned permanently like 'self.effects =' does it)
Now this is possible.
Before I could only "misuse" 'EF_FLAMES' and 'EF_STARDUST' for it.
Thank you LordHavoc for making this possible !!
I already have some crazy new ideas
Kind regards,
Seven
//DP_ENT_TRAILEFFECTNUM
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
.float traileffectnum;
//description:
//use a custom effectinfo.txt effect on this entity, assign it like this:
//self.traileffectnum = particleeffectnum("mycustomeffect");
//this will do both the dlight and particle trail as described in the effect, basically equivalent to trailparticles() in CSQC but performed on a server entity.
Just to let you know, if you not already aware of it.
LordHavoc implemented a new feature/function into DarkPlaces / dpextensions.qc (date: 26.06.2011)
It opens modders of QC a wide door with almost infinite possibilities.
You can now attach/stick a custom effect to an entity. Similar to:
self.effects = xxxx;
Before it was only possible to call a custom effect via DP_SV_POINTPARTICLES,
but you could not attach a custom effect to an entity.
(that will follow the entity and is spawned permanently like 'self.effects =' does it)
Now this is possible.
Before I could only "misuse" 'EF_FLAMES' and 'EF_STARDUST' for it.
Thank you LordHavoc for making this possible !!
I already have some crazy new ideas
Kind regards,
Seven
//DP_ENT_TRAILEFFECTNUM
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
.float traileffectnum;
//description:
//use a custom effectinfo.txt effect on this entity, assign it like this:
//self.traileffectnum = particleeffectnum("mycustomeffect");
//this will do both the dlight and particle trail as described in the effect, basically equivalent to trailparticles() in CSQC but performed on a server entity.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Lord Havoc is a genius.
Do you know if this feature could be used to realize a monster on fire?
(a fire particle attached to a monster entity)?
Do you know if this feature could be used to realize a monster on fire?
(a fire particle attached to a monster entity)?
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
toneddu2000,
That was exactly my idea, when I first contacted LordHavoc regarding this.
You can do it in 2 ways:
1.) Create your effect in effectinfo.txt with usage of "originoffset <x><y><z>" and "originjitter <x><y><z>".
In this way you can set the effect spawningpoint coordinate into monsters head for example and make the fire effect a little "spherical".
2.) Use DP_GFX_QUAKE3MODELTAGS to create a dummy entity inside the monster and spawn the effect on the dummy entity with DP_ENT_TRAILEFFECTNUM.
Option 2 is the more complex option, but gives you the advantage to set every part of the monster on fire.
If you want even with a different fire effect:
Head only smoke, while body with flames.
Option 1 should be enough for most cases though.
Kind regards,
Seven
That was exactly my idea, when I first contacted LordHavoc regarding this.
You can do it in 2 ways:
1.) Create your effect in effectinfo.txt with usage of "originoffset <x><y><z>" and "originjitter <x><y><z>".
In this way you can set the effect spawningpoint coordinate into monsters head for example and make the fire effect a little "spherical".
2.) Use DP_GFX_QUAKE3MODELTAGS to create a dummy entity inside the monster and spawn the effect on the dummy entity with DP_ENT_TRAILEFFECTNUM.
Option 2 is the more complex option, but gives you the advantage to set every part of the monster on fire.
If you want even with a different fire effect:
Head only smoke, while body with flames.
Option 1 should be enough for most cases though.
Kind regards,
Seven
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: New "dpextensions.qc" Update
Where can i find this dpextension.qc? I
I looked in this version http://icculus.org/twilight/darkplaces/files/darkplacesengine20110628.zip and did not find this extension!
where can I find it? Thank you!
I looked in this version http://icculus.org/twilight/darkplaces/files/darkplacesengine20110628.zip and did not find this extension!
where can I find it? Thank you!
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: New "dpextensions.qc" Update
Yes! this feature is great! I achieved 4 different EF_FLAME!


hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
toneddu2000 wrote:Lord Havoc is a genius.
Do you know if this feature could be used to realize a monster on fire?
(a fire particle attached to a monster entity)?
you also can add an specific to the entity in the map, without any work in qc.
"effects = 1024"
this works fine using "EF_FLAME"
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Wow, thanks a lot Seven and Nahuel! It's very impressive what is possible to do. But, just a question: I never used effectinfo, is it possible to create an effect using image?
For example, fire - made of 15 tga images looping instead of code?
For example, fire - made of 15 tga images looping instead of code?
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
toneddu2000 wrote:Wow, thanks a lot Seven and Nahuel! It's very impressive what is possible to do. But, just a question: I never used effectinfo, is it possible to create an effect using image?
For example, fire - made of 15 tga images looping instead of code?
Darkplaces reads the effects from Effectinfo.txt . Effectinfo.txt have differents scripts inside, if you have the tgas you can make a sprite with 15 frames,and after assign the tga´s like external skins.
For example you can create a sprite called "effect.spr" with 15 frames using this awesome tool http://www.quaketerminus.com/tools/fimg_v02.zip . this sprite can be to use any image for the frames in fact, does not matter really.
Put the sprite in the folder progs. Now You must assign the skins in this way; Put the tgas in the folder progs also and rename the images
"effect.spr_0.tga" to the frame 0
"effect.spr_1.tga" to the frame 1
"effect.spr_2.tga" to the frame 2
Etc...
Now you have the "sprite" with the external skins.
*****************************************************
for the Effectinfo.txt read this tread
http://forums.inside3d.com/viewtopic.php?t=1069&highlight=effectinfo
The "FOC" of chip is really great.
*****************************************************
Also you need the "particlefont" located in the folder particles
read this tread of Seven
http://forums.inside3d.com/viewtopic.php?t=2463&highlight=particlefont
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
ahem, this isn't new. http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference
it's great to see more people using Darkplaces nowadays. It truly is a work of art for Quake modders and game devs alike.
it's great to see more people using Darkplaces nowadays. It truly is a work of art for Quake modders and game devs alike.
-

Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Hello Error,
Nahuel only wanted to explain in detail to toneddu2000 how effects are declared via effectinfo.txt (in Darkplaces).
That is of course not new.
The NEW thing is this (explained in 1st post):
//DP_ENT_TRAILEFFECTNUM
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
.float traileffectnum;
//description:
//use a custom effectinfo.txt effect on this entity, assign it like this:
//self.traileffectnum = particleeffectnum("mycustomeffect");
//this will do both the dlight and particle trail as described in the effect, basically equivalent to trailparticles() in CSQC but performed on a server entity.
Anyway,
I want to thank you very much for creating the dpwiki Error.
I dont know how many times I visited your great wiki already.
It helped me very much.
Regards,
Seven
Nahuel only wanted to explain in detail to toneddu2000 how effects are declared via effectinfo.txt (in Darkplaces).
That is of course not new.
The NEW thing is this (explained in 1st post):
//DP_ENT_TRAILEFFECTNUM
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
.float traileffectnum;
//description:
//use a custom effectinfo.txt effect on this entity, assign it like this:
//self.traileffectnum = particleeffectnum("mycustomeffect");
//this will do both the dlight and particle trail as described in the effect, basically equivalent to trailparticles() in CSQC but performed on a server entity.
Anyway,
I want to thank you very much for creating the dpwiki Error.
I dont know how many times I visited your great wiki already.
It helped me very much.
Regards,
Seven
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
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