Search found 45 matches

by Qrv
Thu Dec 29, 2011 6:37 pm
Forum: QuakeC Programming
Topic: weapon slots
Replies: 2
Views: 1380

Re: weapon slots

Im tired, so I prob got some bits wrong here, but at a glance, it seems that theres a runaway loop, and looking at the New weapon cycle functions you've wrote,
your using while(1) loops, meaning there must be either a return, or a break to the loop.

Inside your loops, you set am = 0; constantly, i ...
by Qrv
Thu Dec 29, 2011 6:26 pm
Forum: Modeling
Topic: DarkPlaces - Model Shadows.
Replies: 4
Views: 4515

Re: DarkPlaces - Model Shadows.

I thought alphashadow only applied when using the standard q3bsp lightmapping?
If i recall correct, thats exactly what it's for.

Unless your telling me DP has something like dpalphashadow? I've never heard of such a thing, but alot of DP's stuff seems undocumented so, it might exist.

But the ...
by Qrv
Sat Dec 24, 2011 3:10 pm
Forum: General Discussion
Topic: Xmas Gubbins.
Replies: 8
Views: 2932

Re: Xmas Gubbins.

I'd never thought of that actually mh, I cant see why I couldnt do skyboxes for sky1 and sky4 for standard Q1 replacements.

If there's engines out there that can use a normal skybox, but also do a scrolling cloud layer on it, ( sphereical shape I'd guess ), I could probably do the cloud layer ...
by Qrv
Sat Dec 24, 2011 1:47 pm
Forum: General Discussion
Topic: Xmas Gubbins.
Replies: 8
Views: 2932

Xmas Gubbins.

'Ello,

Maybe had a drink to many, who knows, but as it's that time of year to be giving stuff, I'm giving some skyboxes away from my current project.

Skyboxes are 1024x1024 .tga's, do whatever you want with em, but if you do something cool, I'd be interested to see some screenshots.

Here's some ...
by Qrv
Thu Dec 22, 2011 12:00 pm
Forum: Engine Programming
Topic: Improve lightmap resolution
Replies: 23
Views: 5777

Re: Improve lightmap resolution

I assume your using q1bsp, in which case, Spike's suggestion is probably the better way to try and increase the quality of the lightmap.
On the other hand, if you can get away with using q3bsp's, q3map2 allows lightmaps to be better quality by either assigning "_lightmapscale" to a bunch of brushes ...
by Qrv
Thu Dec 22, 2011 11:54 am
Forum: Engine Programming
Topic: Darkplaces Realtime Ambient Occlusion?
Replies: 3
Views: 1723

Re: Darkplaces Realtime Ambient Occlusion?

I think what you're looking for is this:

r_shadow_bouncegrid - "Perform particle tracing for Indirect Lighting ( Global Illumination / Radiosity )"

I've had a play with this, and it certainly looks cool. Mine didnt seem to update itself in realtime tho, even with setting the updateinterval ...
by Qrv
Mon Dec 05, 2011 7:29 pm
Forum: CSQC Programming
Topic: CSQC Particle Emitters ( DP only at the moment. )
Replies: 2
Views: 2812

Re: CSQC Particle Emitters ( DP only at the moment. )

CSQC Side:

Now, the filename's I mention here could and probably are different to the filenames of what your CSQC codebase is, you should not have much problems finding
your version of the file I refer to, if you've managed to follow whats going on so far thru this "tutorial".

Ok, so, at the ...
by Qrv
Mon Dec 05, 2011 7:10 pm
Forum: CSQC Programming
Topic: CSQC Particle Emitters ( DP only at the moment. )
Replies: 2
Views: 2812

Re: CSQC Particle Emitters ( DP only at the moment. )

SSQC Side:

Firstly, in "defs.qc", at the bottom:


// QRV : Particle Effect Emitters ( mapfx )
.float emitter_active;
.string emitter_fx;

// QRV : CSQC Stuff
float ENT_PARTICLE_EMITTER = 4;


.float enttype;



Now, I'm using DarkPlaces release win32 build from 28th, June, 2011, and my SSQC uses ...
by Qrv
Mon Dec 05, 2011 6:54 pm
Forum: CSQC Programming
Topic: CSQC Particle Emitters ( DP only at the moment. )
Replies: 2
Views: 2812

CSQC Particle Emitters ( DP only at the moment. )

Hello,

A couple of things to note about this post, this is code from my current project which I've tried to clean up and make in to a "tutorial" of sorts, because Motorsep
asked me to release the code in IRC.

I'd also like to say both thank you and sorry to Spike, as his help via IRC with some of ...
by Qrv
Wed Nov 23, 2011 1:49 pm
Forum: Mapping
Topic: FIXD:Strange things happening in q3bsp map within DarkPlaces
Replies: 1
Views: 2061

Re: Strange things happening in q3bsp map within DarkPlaces.

SOLVED:

After some tedious messing around with config.cfg's, I have my r_hdr_glowintensity set to 8 for some effects I use.

Even with r_bloom and r_hdr set to 0, the r_hdr_glowintensity effects _glow textures.

The new high-res monster skins have very strange _glow textures, and with r_hdr ...
by Qrv
Wed Nov 23, 2011 12:51 pm
Forum: Mapping
Topic: FIXD:Strange things happening in q3bsp map within DarkPlaces
Replies: 1
Views: 2061

FIXD:Strange things happening in q3bsp map within DarkPlaces

Making a map for use within DarkPlaces, NetRadiant editor from the Nexuiz download, technically have no problems making the map, compiling it.

However, observe this picture:

http://i43.tinypic.com/333g000.jpg

Two problems here, why are the zombies fullbright? Theres a light on the little ...
by Qrv
Tue Nov 22, 2011 2:04 pm
Forum: General Discussion
Topic: Suggestions for LordHavoc's Darkplaces
Replies: 18
Views: 7688

Re: Suggestions for LordHavoc's Darkplaces

Also, can we have multi-pass Q3 shaders?

The most common example for this would be for sky layers, although using skybox's is great, they just dont feel right for Q1.


EDIT:

Also, when using r_editlights 1 to modifiy RTLight, can we have some kind of wireframe/transparent sphere to show RTLight ...
by Qrv
Sun Nov 20, 2011 7:09 pm
Forum: QuakeC Programming
Topic: Impacts in water using darkplaces
Replies: 15
Views: 4565

Re: Impacts in water using darkplaces

I've not looked into CSQC at all yet, but I've been reading bits about it here and there, from what I understand, yes, most of this splash effect could be moved to CSQC, and would indeed probably be better.

As I've not looked into CSQC much yet, if anyone could prehaps show a method of porting ...
by Qrv
Sun Nov 20, 2011 2:52 pm
Forum: General Discussion
Topic: Suggestions for LordHavoc's Darkplaces
Replies: 18
Views: 7688

Re: Suggestions for LordHavoc's Darkplaces

Sorry to Necro this, but I have a request for DarkPlaces engine feature.
I would really love to have the ability to use normal maps, specular maps and have particles light correctly by dynamic lights.

Maybe the normal maps and specular maps are not needed, but what I'm after is the ability to make ...
by Qrv
Sun Nov 20, 2011 2:39 pm
Forum: QuakeC Programming
Topic: Impacts in water using darkplaces
Replies: 15
Views: 4565

Re: Impacts in water using darkplaces

Actually, I think I prob typo'd lol.

try h2ohit1.wav, or better yet, open the original iD pak's, and look in the sound folders yourself.

Also, after watching your video, what your splash needs is a ripple ring.

I dont have time now to look into making one myself, but you basically just need a ...