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  • #76
    Quake 64 Total Conversion?

    Originally posted by OoPpEe View Post
    Basically any graphics editor can open it and save as TGA. You do need to take some steps in helping out here. You're just requesting, we are doing all the work. Download any non-MSPaint graphics editor and they'll support tga/png basically.
    I downloaded a graphics editor. I turned them all into TGA files and I got them to work.

    Thanks.
    Last edited by OGB; 06-01-2011, 12:11 AM.

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    • #77
      I got half of the stuff to work, right now I need help on:


      How do I get the music to work?


      How do I create .ent files, what do I type in them and where do I put them when I finished them? I need this so I can put the right music on the right levels, title screen, stats screen, intermission and ending.


      How can I make everything turn blue when you're underwater, green when your under slime and red when you're under lava?

      Comment


      • #78
        Originally posted by OGB View Post
        How can I make everything turn blue when you're underwater, green when your under slime and red when you're under lava?
        Hardcoded in the engine!

        Originally posted by OGB View Post
        How do I get the music to work?
        Put mp3s quake\id1\music folder. Try names like track00.mp3 or track000.mp3 (I'm assuming you are using DirectQ). Make a track00.mp3, track04.mp3, track06.mp3, track000.mp3, track004.mp3 and track006.mp3 and I bet some sort of music will play when you load up the start map or during the e1m3 demo. I don't know the naming specification in DirectQ offhand.

        (Hence my critique of Quake's music handling: http://forums.inside3d.com/viewtopic.php?t=3219 )
        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 ...

        Comment


        • #79
          Quake 64 Total Conversion?

          Originally posted by Baker View Post
          Hardcoded in the engine!



          Put mp3s quake\id1\music folder. Try names like track00.mp3 or track000.mp3 (I'm assuming you are using DirectQ). Make a track00.mp3, track04.mp3, track06.mp3, track000.mp3, track004.mp3 and track006.mp3 and I bet some sort of music will play when you load up the start map or during the e1m3 demo. I don't know the naming specification in DirectQ offhand.

          (Hence my critique of Quake's music handling: Inside3d Forums :: View topic - Adding SVC like svc_cdtrack but w/fullname music file )

          Thanks for the music tip, and what did you mean it's hardcoded in the engine.

          Comment


          • #80
            Originally posted by OGB View Post
            what did you mean it's hardcoded in the engine.
            Like ... hardcoded in the engine ...

            Engine: view.c excerpt ...
            Code:
            cshift_t        cshift_empty = { {130,80,50}, 0 };
            cshift_t        cshift_water = { {130,80,50}, 128 };
            cshift_t        cshift_slime = { {0,25,5}, 150 };
            cshift_t        cshift_lava = { {255,80,0}, 150 };
            ^^ Those are RGB color shift values on a scale of 0 to 255 (where 255 represents 100%). So lava is largely red, slime is a bit mild green and water is some pukey brown color.

            See line #256 of some miscellaneous Quake port here:

            view.c - quake-gamecube - A port of id Software's Quake to Nintendo Wii and GameCube. - Google Project Hosting
            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 ...

            Comment


            • #81
              Quake 64 Total Conversion?

              Originally posted by Baker View Post
              Like ... hardcoded in the engine ...

              Engine: view.c excerpt ...
              Code:
              cshift_t        cshift_empty = { {130,80,50}, 0 };
              cshift_t        cshift_water = { {130,80,50}, 128 };
              cshift_t        cshift_slime = { {0,25,5}, 150 };
              cshift_t        cshift_lava = { {255,80,0}, 150 };
              ^^ Those are RGB color shift values on a scale of 0 to 255 (where 255 represents 100%). So lava is largely red, slime is a bit mild green and water is some pukey brown color.

              See line #256 of some miscellaneous Quake port here:

              view.c - quake-gamecube - A port of id Software's Quake to Nintendo Wii and GameCube. - Google Project Hosting
              I got the music to work, now I need help on how to get the right tracks to play on the right levels, intermission and ending. (There's 17 tracks.)


              So it sounds like I can't change the colors to blue when you're underwater and regular green when you're under slime. (I don't need lava anymore.)


              Did anybody made a mod that did that?


              Thanks for helping me.

              Comment


              • #82
                Originally posted by OGB View Post
                I got the music to work, now I need help on how to get the right tracks to play on the right levels, intermission and ending.


                So it sounds like I can't change the colors to blue when you're underwater and regular green when you're under slime. (I don't need lava anymore.)


                Did anybody made a mod that can do that?


                Thanks for helping me.
                Well, you can politely ask MH to make 4 cvars that control the color change effect when submerged in the various liquids and see what happens.

                What he does with his engine is up to him, but he is a badass level 10 pitboss engine coder who could do this while eating breakfast.

                Since he is considering or maybe even committed to some form of Kurok support (don't ask but you can Google "Kurok" if you like .. the important thing is that the underwater effect is blue) that this might coincide with his engine goals.

                Or not.
                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 ...

                Comment


                • #83
                  Changing the colors when being under liquid isn't possible without changing the engine. Nice idea to have, but I would make it a low priority as it requires engine editing. Get all the non-engine related content done first.
                  The reason I say this - people have a preference to a particular engine. So even if you do a engine edit to have the colored underwater - it could be easily overlooked as people will use their engine of choice.
                  I will use the mod I am working on for example. I could use so many of the Darkplaces specific code to get this thing out the door quickly. However then I make it Darkplaces only. This then makes its appeal much less as we have many users who don't use DP.
                  So just put the engine edit content as a afterthought after everything else is done.

                  Also you got all 17 tracks? I was only able to rip some. If you have them all, send them my way and I will do all the ent files for the tracks.

                  Comment


                  • #84
                    Quake 64 Total Conversion?

                    Originally posted by OoPpEe View Post
                    Changing the colors when being under liquid isn't possible without changing the engine. Nice idea to have, but I would make it a low priority as it requires engine editing. Get all the non-engine related content done first.
                    The reason I say this - people have a preference to a particular engine. So even if you do a engine edit to have the colored underwater - it could be easily overlooked as people will use their engine of choice.
                    I will use the mod I am working on for example. I could use so many of the Darkplaces specific code to get this thing out the door quickly. However then I make it Darkplaces only. This then makes its appeal much less as we have many users who don't use DP.
                    So just put the engine edit content as a afterthought after everything else is done.

                    Also you got all 17 tracks? I was only able to rip some. If you have them all, send them my way and I will do all the ent files for the tracks.
                    Alright,

                    I was trying to see if I can get colors when you're under liquid to make it look like the N64 version. I agree with you, it's a low priority. I'll keep this idea for last.
                    Last edited by OGB; 06-04-2011, 02:27 PM.

                    Comment


                    • #85
                      It's worth noting that they're not actually hard-coded in DirectQ; they're derived from the colour of the water/liquid texture (via a BSP tree walk at load time and some run-time fixing up). If the texture is blue, the colour shift will be blue.

                      The basic implementation is not up for discussion - changes to it are non-negotiable. I'm not going back to hard-coded colour shifts, not ever. What is up for discussion is: (1) interaction with external textures (currently there is none, it just takes the colour from the BSP file texture), and (2) possibly adding a weighting factor to more intense colours; the blue water in Quake currently comes out as more of a grey/blue which actually looks OK but is nonetheless a little "off".

                      I more than half suspect that the N64 did a glColorMask-like trick when underwater for performance reasons. It's what I would do if I was coding to a low-powered platform and was fillrate-limited. In DirectQ set gl_polyblend 0 and play with the value of r_colorfilter (values 0 to 7 are valid) to see what happens (you need the latest version - released today - for this to work). It's not something I'd feel comfortable about hard-coding into the engine, but it could possibly be handled from QuakeC using stuffcmd.

                      DirectQ doesn't have a naming convention for MP3s. Call them what you want, so long as the order is right and they're in the right location it will work (I had a minor Religious War with one of the Quakespasm guys over this on I3D).
                      IT LIVES! http://directq.blogspot.com/

                      Comment


                      • #86
                        Quake 64 Total Conversion?

                        Originally posted by MH View Post
                        It's worth noting that they're not actually hard-coded in DirectQ; they're derived from the colour of the water/liquid texture (via a BSP tree walk at load time and some run-time fixing up). If the texture is blue, the colour shift will be blue.

                        The basic implementation is not up for discussion - changes to it are non-negotiable. I'm not going back to hard-coded colour shifts, not ever. What is up for discussion is: (1) interaction with external textures (currently there is none, it just takes the colour from the BSP file texture), and (2) possibly adding a weighting factor to more intense colours; the blue water in Quake currently comes out as more of a grey/blue which actually looks OK but is nonetheless a little "off".

                        I more than half suspect that the N64 did a glColorMask-like trick when underwater for performance reasons. It's what I would do if I was coding to a low-powered platform and was fillrate-limited. In DirectQ set gl_polyblend 0 and play with the value of r_colorfilter (values 0 to 7 are valid) to see what happens (you need the latest version - released today - for this to work). It's not something I'd feel comfortable about hard-coding into the engine, but it could possibly be handled from QuakeC using stuffcmd.

                        DirectQ doesn't have a naming convention for MP3s. Call them what you want, so long as the order is right and they're in the right location it will work (I had a minor Religious War with one of the Quakespasm guys over this on I3D).
                        I checked out the r_colorfilter, I checked all 8 filters and I found blue, green and red color filters but all three made the entire level turn blue, green or red.

                        Comment


                        • #87
                          That's what the effect is intended to do. It just has to be called when under a liquid and then reset when out of it. This again requires code changes.

                          Comment


                          • #88
                            Quake 64 Total Conversion?

                            Originally posted by OoPpEe View Post
                            That's what the effect is intended to do. It just has to be called when under a liquid and then reset when out of it. This again requires code changes.
                            I'll probably need help on that.
                            Last edited by OGB; 06-04-2011, 10:18 PM.

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                            • #89
                              Quake 64 Total Conversion?

                              Update on the project,

                              I got all the stuff that OoPpEe gave me to work, the only thing I'm waiting for from him is the soundtrack.

                              MH is going to help me on the six different colored N64 skies and under liquid colors somewhere this month.

                              Here's screenshots of the N64 textures in action, the brightness of all four textures are set on -40 because their default brightness setting were too bright.

                              Here's the lava, slime and water textures.
                              Attached Files
                              Last edited by OGB; 07-15-2011, 10:41 PM.

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                              • #90
                                Quake 64 Total Conversion?

                                Here's the teleport texture.

                                Let me know if they look right how they are, if they don't look right let me know what number on the brightness setting they should be adjust to.
                                Attached Files
                                Last edited by OGB; 07-07-2011, 02:04 AM.

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