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InsideQC Forums • View topic - surfaces for different sound effect/sprites?

surfaces for different sound effect/sprites?

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surfaces for different sound effect/sprites?

Postby Mexicouger » Mon May 10, 2010 1:30 pm

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Postby Spirit » Mon May 10, 2010 1:41 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby mh » Mon May 10, 2010 2:14 pm

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Postby Sajt » Mon May 10, 2010 4:36 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Spike » Mon May 10, 2010 6:57 pm

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Postby Sajt » Mon May 10, 2010 7:11 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Mexicouger » Mon May 10, 2010 7:24 pm

Well, If I have to do this in the engine, then I'm planned to fail. However, If I can do this in qc, then possibly. I really need help setting up a compiler. I tried getting microsoft visual basic and cygwin. I haven't any clue what to do... And also, I'm working with the psp. So it is GL Quake 1. Thanks for the help so far, But I can't do any of it..... Unless it's in qc or I setup a compiler.
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Postby Sajt » Mon May 10, 2010 7:40 pm

I would say forget about this feature completely then. It can't be that important. If you have a lot of C/C++ coding experience and familiarity with the Quake engine (which I doubt since you don't even have a compiler set up) you might try to tackle it. But otherwise, the only QuakeC-only methods available are not very good at all.

Putting a trigger on top of every ground surface is ridiculous. The only viable trigger method is to include "enter" and "exit" triggers for every area containing a different surface type, but that would also be a huge headache for the mapper.

I would definitely recommend finishing all the actually important things in your mod, then coming back to this and reconsidering if it's really worth it.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Spike » Mon May 10, 2010 9:26 pm

as its q1, you NEED a modified engine.
I don't know of any PSP engines that support such a feature already.
if its q1bsp (which it presumably must be) then there is no surface information for any of the hulls other than perhaps hull 0.
which means that your test will never be 100% accurate.
If you do want to implement it, or if someone else does, you could splice apart the code in gl_rlight.c, the bit that samples the lighting level of the surface under a model. you can reuse that code, change the direction of the trace so its not always straight down, although in this case that's all thats required, and strcmp the surface->texinfo->texture->name against certain known settings, or just checking the first few chars for some special 'sand' prefix or whatever.
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Postby Mexicouger » Thu May 13, 2010 1:52 pm

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Postby Spike » Thu May 13, 2010 2:49 pm

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Postby Swift » Fri May 14, 2010 9:37 am

QuakeC's handling of objects is a lot like Java's. Decent first language to learn.
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