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Creating .ent file for fog in Darkplaces

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  • #16
    hello

    im getting a parse error when using lordhavoc's start.ent

    host_error;prvm_ed_parseedict;parse error

    ?

    heres my new fog script.

    bind f "fog1"
    alias fog1 "fog .5 0 0 .40 .5 100;bind f fog2;echo blue"
    alias fog2 "fog .5 0 .40 0 .5 100;bind f fog3;echo green"
    alias fog3 "fog .5 1 0 0 .5 100;bind f fog4;echo red"
    alias fog4 "fog .5 1 1 1 .5 100;bind f fog5;echo white"
    alias fog5 "fog .5 .5 .5 .2 .5 100;bind f fog6;echo yellow"
    alias fog6 "fog .5 .3 .1 .3 .9 100;bind f fog7;echo purple"
    alias fog7 "fog .3 0 0 .40 .23 100;bind f fog8;echo soft blue"
    alias fog8 "fog .3 0 .40 0 .23 100;bind f fog9;echo soft green"
    alias fog9 "fog .3 .4 0 0 .23 100;bind f fog10;echo soft red"
    alias fog10 "fog 1 1 1 1 .14 100;bind f fog11;echo soft white"
    alias fog11 "fog .3 .5 .5 .2 .3 100;bind f fog12;echo soft yellow"
    alias fog12 "fog .3 .3 .1 .3 .3 100;bind f fog1;echo soft purple"

    just paste it to an autoexec.cfg

    this script is a combo of my old soft fog script and my newer heavy fog script.

    regards


    Sean
    Last edited by seanstar; 04-12-2011, 04:54 PM.

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    • #17
      I did too, I believe it's a DPMod exclusive ent file. I do know the rain isn't added to the basic Quake, so that's more than likely the cause. It's trying to call the rain but the code is absent - so it crashes.

      Seven, is the rain functional in your mod? (Can't test at the moment), if not it's def something you should add

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      • #18
        seanstar and OoPpEe,
        I know on some other thread seven mentions that the rain is exclusive to the dpmod. Can't remember which thread though.

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        • #19
          Downloaded DPMOD and tried the .ent file. Pretty cool looking rain.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #20
            sean,
            forgot to say thanks for the fog script.

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            • #21
              Sorry for all people having trouble with it.

              I thought it would be clear, that dpmod must be used....
              Like gdiddy62 mentioned, I am always referring to this post: click


              If you want to implement rain into a "non-dpmod" mod, you must copy over the rain_think function and subfunctions related to it.
              Also the te_particlerain and some other stuff.
              It is a doable job I guess.
              I can try to implement it into my Small Mod compilation, if people asking for it.


              Next time you see the weapon on the right side together with torchlight-sprite like on the screen:
              It is most likely LordHavoc�s dpmod


              If you want to know what values you have to edit to change the rain visuals:
              Read dpmod�s "misc.qc" for detailed instructions.


              I edited the post with the rainy "start.ent" Link, so that it is clear now that dpmod is needed.
              Sorry again.

              Best wishes,
              Seven
              Last edited by Seven; 04-13-2011, 05:29 AM.

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              • #22
                Sorry for doublepost.

                I couldnt sit still, until I extracted the rain out of dpmod and put it into my small compilation for your convenience.

                Finally OoPpEe doesnt need to take a trip down memory lane
                (thinking about Tenebrae and its weather effects)
                I made this for you my friend.

                So here it is in full glory:








                Have fun with it.

                DOWNLOAD

                Kind regards,
                Seven
                Last edited by Seven; 04-29-2011, 02:14 PM. Reason: updated Download Link to V2.71

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                • #23
                  thanks for the info Seven OoPpEe gdiddy

                  the rain looks good for sure

                  i added rain to e1m1.ent and it was falling inside and not outside?




                  the shell casings in dpmod are awesome...the rain looks way nice but i kept

                  looking down at my spent shells

                  and the side position of the lightning is perfect for my doom3 plasmagun

                  i made some textures just for the shells so they match my ammo boxes


                  you have to fix the names so the the middle texture is called casing_shell.mdl_0_gloss and add the _ and . to the other two textures.

                  save these to dpmod/progs

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                  • #24
                    Works good for me on the start map. Thanks seven!

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                    • #25
                      Will be installing the rain patch

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                      • #26
                        Originally posted by seanstar View Post
                        i added rain to e1m1.ent and it was falling inside and not outside?
                        ... so you didnt read my included readme.txt

                        Further more, I dont recommend using dpmod for your single player experience.
                        It changes SO many things in the game mechanics as well.

                        --> Thats why I implemented the code into my small mod compilation.
                        So you dont need dpmod now to have the rain.


                        If you want to have shell casings in your Quake, all you need for it is in the dpmod source.
                        Or look at the TUT�s at inside3D.com
                        I will not implement it, cause I personally dont like it.


                        Summary:
                        LordHavocs code enables the possibility to have rain.
                        But it is NOT an option, which you can activate in the in-game menu.
                        You can copy over the rain properties (params) from "start.ent" into other map.ent�s.
                        The only thing you have to do is modifiying the coordinates where the rain should fall.
                        Thats what I already described in the readme.txt I mentioned above.


                        "Rainy" regards,
                        Seven

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                        • #27
                          Thanks for this Seven. I loved having rain on some of the maps in Q1. I made a bind which does:
                          enable rain - disables fog
                          enables fog - disables rain
                          enables rain - enables fog

                          So am in the process of adding the rain and fog to all maps and when when the map starts I can select which effect I want

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                          • #28
                            OoPpEe,
                            Would you be willing to share all of your exact binds with the rest of us please. I've made a bind for the fog which works well, I'm mainly looking at the rain. I'm using the bind more than I'm using .ent files due to ease of use, plus I'm still intimidated about the .ent files a bit.

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                            • #29
                              My bind needs the .ent files with rain and fog added.
                              Currently looking into a way to improve it without editing the progs.dat as when I do - it disables all sprites/particles. Not good
                              Although I could edit Seven's mod to make the rain cvar'd if there isn't one presently to disable it. Something like bind a key to "impulse 99" it will enable or disable the rain. The map however WOULD by default need to have the .ent file with rain enabled as for rain to appear it needs a entity.

                              Just looking into the dpentensions Seven - could just add in the snow code for when you do your final release. Just so it supports it on maps that should have snow when using dpmod.

                              Comment


                              • #30
                                Oops, sorry OoPpEe,after re-reading seven's readme file I see that it says it works only with .ent files. My problem is knowing what parts of the example start.ent are the xyz coordinates(I know I'm showing my noobness again). I also am not certain of the other parts I'd need to transfer over when I create .ent files for other maps. It's all a bit confusing for me personally.

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