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Things that need to be full light [not player.mdl >:P]

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  • Things that need to be full light [not player.mdl >:P]

    if you go through the source you will find a part along these lines:

    Code:
    	// HACK HACK HACK -- no fullbright colors, so make torches full light
    	if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl"))
    or in proquake source:

    Code:
    	// HACK HACK HACK -- no fullbright colors, so make torches full light
    	if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") || !strcmp (clmodel->name, "progs/bolt.mdl"))	// JPG 3.20 - LG should be fullbright too
    so i went through and looked for all the things that need this so i got:

    Code:
    	// HACK HACK HACK -- no fullbright colors, so make torches full light
    	if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") || !strcmp (clmodel->name, "progs/bolt.mdl") || !strcmp (clmodel->name, "progs/w_spike.mdl") || !strcmp (clmodel->name, "progs/k_spike.mdl") || !strcmp (clmodel->name, "progs/laser.mdl") || !strcmp (clmodel->name, "progs/lavaball.mdl") || !strcmp (clmodel->name, "progs/bolt3.mdl") || !strcmp (clmodel->name, "progs/bolt2.mdl"))	// JPG 3.20 - LG should be fullbright too meTch - and lasers and lavaballs and wizardspikes and bolt2/3s and hellknightspikes maybe shalraths voreball?
    just one of my lilo nitpicks to make glquake like winquake i guess

    ...

    so, did i miss anything??|
    (no, seriously did i?)
    Last edited by metchsteekle; 02-22-2009, 06:51 PM. Reason: oh ya ... STAINMAPS /:O

  • #2
    Why not use Fitzquake?
    Quake 1 Singleplayer Maps and Mods

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    • #3
      Originally posted by Spirit View Post
      Why not use Fitzquake?
      because Fitzquake gives me that dynamic lights = low fps thing
      and it kinda ruins it without dynamic lights [nothing flashes etc.]

      also, ProQuake has a lot of multi-player enhancements

      and anyways, his is my own exploration and experiments of/with engine code
      Last edited by metchsteekle; 02-23-2009, 03:46 PM.

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      • #4
        Ah, of course multiplayer. =)
        Good luck!
        Quake 1 Singleplayer Maps and Mods

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        • #5
          Ask Baker to add "TEX_FULLBRIGHT" support to gl_Upload8.
          In clients like FitzQuake, Qrack, DP,etc.. it will check to see if the actual texture has values greater than 224 when the model is loaded. If so it runs the texture back through upload8 creating a fullbright MASK that is later rendered as fb_texture.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #6
            you only need to include bolt2.mdl for shaft, as bolt1 and bolt3 are useless and you will never see them in game

            Comment


            • #7
              Originally posted by Neil View Post
              you only need to include bolt2.mdl for shaft, as bolt1 and bolt3 are useless and you will never see them in game
              i beleave bolt.mdl is the shamblers projectile,and bolt3.mdl is Chthon's weakness

              i also found that s_light.mdl needs full light as well [the lightning that form between the shambler's hands]

              Comment

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