Originally posted by DogSpydr66
					
						
						
							
							
							
							
								
								
								
								
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New experimental version of FTEQW problems
				
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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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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.
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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.Originally posted by Spike View Postfte 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.Last edited by DogSpydr66; 07-04-2013, 11:07 AM.
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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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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
and then tweak it until its how you want it.Code:*slime1 { surfaceparm nodlight { map $refraction } { map $normalmap } { map $reflection } program "altwater#REFLECT#FRESNEL=4#TINT=vec3(0.2,0.8,0.5)" }
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)
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