Hello,I have been using the stable version of FTEQW,and never used it's bloom function,until recently,but it has a bug where a black rectangle shows up in the left corner,and blocks your view,it's very annoying,anyways, I had to switch to different version, the experimental one,but when I used the old stable version,I used it with purple hazes particle,and effect scripts where all you would do to get for example a fog effect,or a rain effect was to type exec fog.cfg,or exec rain.cfg at the console and, boom you have fog,or rain now in your quake map,but since I switched to the experimental version this does not work anymore,and also the bloom effects are more toned down.Can you still use this method to add those old purple haze effects,or has it changed, if so how do I add those weather effects in the new experimental version?Thanks
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Hi,I am a way from my computer for awhile,but it's the same bug that's in the second video of Hexxen2 on the link.Thanks http://quakeone.com/forums/quake-hel...bloom-bug.html
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Yeah, sadly haze seems to have vanished off the internet.
So after scraping my old harddrive for a little while, I've come up with a zip for you, which you should be able to download from here:
http://triptohell.info/moodles/junk/...nuandstuff.zip
(assuming I managed to get file permissions correct first time, anyway).
Inside are two of purplehaze's original TF particle configs.
r_particledesc fortressfull; r_particlesystem script
r_particledesc fortresslite; r_particlesystem script
Or if you want to customise it a little, I've included some crappy menu and extra nonsense which should allow you to pick the specific effects you want, where haze supplied multiple alternatives (also it includes options from spikeset (which is lame and used to be the old default), and high, just because I can).
Use this command to access that:
exec particles/cpartmenu.cfg
It'll do the rest.
A word of warning though: As with all things, the engine has changed to add more capabilities and to try to be more sane, but haze's effects targetted an older version which had slightly different defaults and assumptions, and a few effects suffer from that.
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Oh that's much easier than what I was going to suggest. Guess you don't have to learn how to code an engine after all, DogSpydr66. Psssh, Spike and his stupid helpful information that saves 1000's of hours. {shakes fist at God}
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Originally posted by Spike View PostYeah, sadly haze seems to have vanished off the internet.
So after scraping my old harddrive for a little while, I've come up with a zip for you, which you should be able to download from here:
http://triptohell.info/moodles/junk/...nuandstuff.zip
(assuming I managed to get file permissions correct first time, anyway).
Inside are two of purplehaze's original TF particle configs.
r_particledesc fortressfull; r_particlesystem script
r_particledesc fortresslite; r_particlesystem script
Or if you want to customise it a little, I've included some crappy menu and extra nonsense which should allow you to pick the specific effects you want, where haze supplied multiple alternatives (also it includes options from spikeset (which is lame and used to be the old default), and high, just because I can).
Use this command to access that:
exec particles/cpartmenu.cfg
It'll do the rest.
A word of warning though: As with all things, the engine has changed to add more capabilities and to try to be more sane, but haze's effects targetted an older version which had slightly different defaults and assumptions, and a few effects suffer from that.Last edited by DogSpydr66; 06-28-2013, 02:21 AM.
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for water, tweak r_waterstyle (use the tab-completion to see a description of the cvar's accepted values).
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Originally posted by DogSpydr66 View PostOK,everything you gave me looks great,so far,having trouble with the water shader,and is there any RL lights for FTEQW similar to Rom?,BTW the Lits are a nice touch too.Thanks again
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FTE supports loading Romi's rtlights by default, if they're available. it'll also generate realtime lights from the light entities in the bsp if there were none loadable from another source. its not always ideal but it generally does the job.
you'll need to be a little more verbose about the water shader issue though.
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HI Spike,I just tried out your effects you posted with the june13 64 build of FTEQW,and now I am getting errors at the console something like unable to read textures/particles/smokelite.png unsupported format,can this be fixed?and thats great news that you can use Romi's rtlights.ThanksLast edited by DogSpydr66; 06-29-2013, 04:28 AM.
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