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  • #16
    Originally posted by DogSpydr66 View Post
    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.Thanks
    Hey Spike,sorry to bother you, I know your a busy guy,but would changing the PNG textures to JPG fix this problem?

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    • #17
      jpg are lossy so you might be better off with tga, but either should work
      Some Game Thing

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      • #18
        So basically,I would just convert them with photshop,what about BMP?
        I thought the FTEQW engine supported PNG files,it did in the earlier versions.

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        • #19
          Hello DogSpydr66,

          I maybe misunderstood your problem.
          As far as I understand you want to add particles.

          Particles usualy dont have a square shape. They usualy are very bizare geometric "things" like smoke or fire or sparks.

          So you need a texture format that supports alpha layer.
          jpg and bmp does not support this.
          png and tga does support it.

          If you take a look at all existing particles you will see that they contain areas which are invisible (that is the transparent/alpha area).
          Otherwise a square shaped texture block would fly through your map.

          Not that this would be a bad thing, that was how original Quake particles look.
          But I think you want something different here...
          Best format for this would be .tga.

          Best wishes,
          Seven

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          • #20
            fte should support 24bit bmp, though its not been tested anywhere remotely recently.
            it should load png files, but libpng got updated recently and I guess something broke for certain variations of the format.
            Some Game Thing

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            • #21
              Originally posted by Spike View Post
              fte should support 24bit bmp, though its not been tested anywhere remotely recently.
              it should load png files, but libpng got updated recently and I guess something broke for certain variations of the format.
              Is it going to be fixed eventually?,and do you happen to have a copy of a newer FTEQW version that still worked with those PNG variations,and if so can you upload please,I Really want to get those particle of yours,and hazes working again in a more up to date version of FTEQW one that does not have the black rectangle bloom bug.Thanks for the answers,and you too Seven.
              Last edited by DogSpydr66; 07-04-2013, 11:07 AM.

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              • #22
                Spike, here's the culprit that FTEQW keeps complaining about in your uploaded particles texture pack smokelite.png.
                Last edited by DogSpydr66; 07-05-2013, 08:37 AM.

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                • #23
                  Everything works so far except for the smoke,fumes textures from the slime pits.

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                  • #24
                    Did you try to convert this special .png file into .tga format ?
                    Does it help the issue ?

                    Open it in your favorite picture editor and save it as .tga.
                    Then replace it with the "buggy" .png one in your folder.

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                    • #25
                      Hi Seven,no but I will try that later tonight sometime,I did use an app to see if the PNG file was corrupt,but it gave no detection of it,thanks,and I will let you know if it works.

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                      • #26
                        Hey Spike,your water looks really nice vissed,but the slime,acid looks exactly the same way, is there any option to make it look different ,or has this feature not been implemented in FTEQW yet?

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                        • #27
                          create a file: $quakedir/fte/scripts/myslime.shader
                          (fte subdirectory avoids harming other engines that don't support the 'program' keyword or special texture naming).
                          feel free to change $normalmap to the name of a better texture.
                          Inside that file, insert the following text

                          Code:
                          *slime1
                          {
                            surfaceparm nodlight
                            {
                               map $refraction
                            }
                            {
                              map $normalmap
                            }
                            {
                              map $reflection
                            }
                            program "altwater#REFLECT#FRESNEL=4#TINT=vec3(0.2,0.8,0.5)"
                          }
                          and then tweak it until its how you want it.

                          And here's the other modifiers ripped from the built-in altwater glsl code:
                          modifier: REFLECT (s_t2 is $reflection instead $diffuse)
                          modifier: STRENGTH (0.1 = fairly gentle, 0.2 = big waves)
                          modifier: FRESNEL (5=supposedly realistic but barely noticable)
                          modifier: TXSCALE (0.2 - wave interval)
                          modifier: RIPPLEMAP (s_t3 contains a ripplemap
                          modifier: TINT (some colour value)
                          Some Game Thing

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                          • #28
                            @Spike,Thanks for the example.

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                            • #29
                              @Seven,thank you I converted the PNG files to TGA,and it works perfect now.

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                              • #30
                                Hey Spike I'm a noob at this,so when you mean $quakedir/fte/scripts/myslime.shader,is that the folder hiarchy,and this is the file name myslime.shader.cfg to add the code to?

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