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  • #16
    Update: 2010-07-19

    with many thanks to jakub1, who mentioned that Nexuiz also brings a effectinfo.txt with it.
    I dived down into this extremely long and fully packed (with interesting effects) file
    and found some very interesting ones, which I modified to fit exactly into our beloved QUAKE:

    - bouncing sparks (for shotguns and nailguns)
    - new impact effect for Wizard and Hellknight attacks

    Please find the updated effectinfo.txt in my first post on page 1. (as usual with detailed comments)

    I would be very happy, if you write some Feedback (positiv or negative ones)

    Best Regards,
    Seven
    Last edited by Seven; 07-19-2010, 10:09 AM.

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    • #17
      Thanks for the effectinfo Seven and Jurix, i really like it. Only thing i changed was the color of the rocket and grenade trail, i made it white instead, i felt that the orange/red smoke didn't go well with the white smoke after the explosion. And also less smoke after the explosion. Other then that, it's almost perfect for me.

      Btw, what is the setting for the duration of the smoke?
      FPS Source Ports

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      • #18
        Hello Spinvis,

        thank you for your positiv Feedback.

        This is a page, where all your questions will be answered (hopefully):
        dpwiki.slipgateconstruct.com Effectinfo_Scripting_Reference

        It has been there all the time, but I didnt find it.
        Junrall from Inside3D showed me the link. (Thanks to him !)

        If you meant the white/grey smoke duration from the explosion (Jorix), its this one:
        Code:
        effect TE_EXPLOSION
        notunderwater
        count 96
        type smoke
        color 0x202020 0x404040
        tex 0 8
        size 12 12
        sizeincrease 1
        alpha 0 32 2        //  The THIRD variable is what you want to edit Spinvis !
        bounce -1
        lighttime 0
        airfriction 0.2     //  You maybe also want to play around with this one Spinvis !
        liquidfriction 1
        velocityjitter 64 64 64
        ---------------------------------------------------------------


        UPDATE 2010-08-01

        I extended my effectinfo.txt a lot in the meantime, but dont want to post it here,
        because many ideas came from my mate jakub1. (a big warm hug goes out to him)
        Maybe in some days he will post his effectinfo.txt here...


        But one thing, I cannot hold back !

        I created very nice looking Wizards glowing slime pit decals. (after his attack impact on surfaces)
        This one took me days to finish...
        This is the result:
        , ,


        copy �n paste this into your effectinfo.txt. Thats all. (no need to edit or change something else)
        This effect is now included in my updated effectinfo from 2010-10-11 in post #1 !
        Code:
        effect TE_WIZSPIKE    // added slime pit effect after impact (used blood decal to achieve it)
        countabsolute 11
        type blood
        color 0xe500b1 0xe500b1
        tex 24 32
        size 20 20
        alpha 256 256 64
        bounce -1
        airfriction 1
        liquidfriction 4
        velocityjitter 64 64 64
        velocitymultiplier 1
        
        effect TE_WIZSPIKE     // added a slime pit GLOW on surface after impact   (used mini-decal to achieve it)
        countabsolute 1
        type decal
        tex 8 16
        size 0.2 0.2
        alpha 256 256 0
        originjitter 6 6 6
        lightradius 60
        lightradiusfade 6
        lightshadow 0
        lightcolor 0.0 0.8 0.2

        Thank you for your Feedback.

        Best wishes and much fun in creating new own effectinfo�s.

        It would be nice, if you post them here.

        Seven
        Last edited by Seven; 10-12-2010, 11:04 AM.

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        • #19
          Thanks again Seven, that did the trick and thanks for the link, and also for how to make some of Rygels models spin. Now i've got it setup just the way i like it. Can't wait for more and new eyecandy. Reliving Quake with updated graphics feels great.
          FPS Source Ports

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          • #20
            nice

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            • #21
              Dear all,

              I stumbled upon a nice effect (posted from seanstar in another thread):
              A simple way to add fog into DarkPlaces.
              (Its also possible to change the fog color)

              Without fog:, With fog:

              Maybe some of you know this alias already.
              Thank you seanstar for this information.

              In some maps this might help getting in the right atmosphere


              You have to paste this into autoexec.cfg. If you paste it in config.cfg
              DarkPlaces will delete it after restart Quake.
              I used key "b" as an example (if you change it, dont forget to change it in the alias as well):
              Code:
              bind b "fog1"
              alias fog1 "fog .3 0 0 .40 .23 400;bind b fog2"
              alias fog2 "fog .3 0 .40 0 .23 400;bind b fog3"
              alias fog3 "fog .3 .4 0 0 .23 400;bind b fog4"
              alias fog4 "fog 1 1 1 1 .23 400;bind b fog5"
              alias fog5 "fog .3 .5 .5 .2 .3 400;bind b fog1"
              When in-game, press "b" 4 times to get the normal grey fog.

              Regards,
              Seven

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              • #22
                it's friday, it's time to quake

                hallo quakers,
                -
                after years of playing quake it's time for me to finally contribute to this society with something (maybe) valuable. i found this thread a few weeks ago and i started creating my own particle set for darkplaces. after hours of learning how these scripts work, after hours of launching/quitting q1 and after hours of testing and tweaking, i'm ready to go public.
                -
                link to my effectinfo is here. screenshots below are from standard q1, from the beautiful quoth map the living end and i have also tested some old kona maps with modified nehahra barons - sshots from ultramarine.



















                love it or hate it :-)

                jakub
                Last edited by jakub1; 08-06-2010, 02:34 PM.
                my projects so far:
                Travail retextured
                Tronyn in high definiton
                Ab
                yss of Pandemonium HD textures
                Nehahra rtlights and other experiments

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                • #23
                  Cheers jakub !

                  Now we can open up the champagne, cause your baby is born

                  Very good ideas and a perfect implementation into effectinfo.txt

                  Great piece of work.

                  Seven

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                  • #24
                    heh Seven

                    good job on the sparks and slime they look cool...this really makes darkplaces particles look polished, and fresh.


                    you like fog, so do i...it was one of the things i missed about using tenebrae...and then going to darkplaces i needed a way to add fog, easy on the fly

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                    • #25
                      Wow jakub1, very original and funkee effects, some are a bit too abstract in my eyes but they really show how one effectinfo file can have such a huge influence on a game of Quake. Great work, i am really curious what more is possible and what effects people will come up with. I'm def gonna use some of them. thanks again.
                      FPS Source Ports

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                      • #26
                        Hexen 2 support for DP =)

                        Hey guys,

                        Darkplaces is great, we can do little to make it better, but...
                        i think that DP can be more versatile if developers will give support for HEXEN 2 game.

                        (and my texture pack will do the best in that environment! )

                        if you are interested look at this
                        Hexen 2 Texture Pack

                        Bye
                        Ia! Ia! Shubb Niggurath!


                        "Not dead is what forever can wait" (HPL)

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                        • #27
                          hi guys, just tried the effectinfo.txt file with the explosions etc and my 'vapor trails' (on the nade trail and wizzard trails etc...) are really bocky...

                          any idea why?

                          Comment


                          • #28
                            I want it too, Hexen II in Darkplaces = Blow my mind!
                            Hexen:Edge of Chaos: News - my most awaiting game
                            Qtracker - for easy searching of Quake and HeXen II servers
                            HeXen II: All Source Ports List - i am collecting everything for HeXen II
                            HeXen II Files - under development
                            Me at Facebook - want play hexen2 multiplayer write me
                            hexen2 ftp
                            hexen2 maps, mods, addons, etc, torrent

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                            • #29
                              Hexen II was awesomness and with that texture pack, I would agree to have my left testicle chopped off to be sold on black market, because this just LOOKS!!

                              Comment


                              • #30
                                Please stop Offtopic Talk here.

                                We have the Hexen2 thread here

                                Thanks !


                                @ osjclatchford

                                I dont understand what you mean.
                                Please be more specific or post a screenshot about your problem.
                                Otherwise I am not able to help.

                                Seven

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