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  • #46
    Dear all,

    due to the fact, that my effectinfo.txt has been downloaded almost 60 times now,
    (which makes me very happy) I released my final version of effectinfo.txt today.

    Please find it in the updated first post of this thread.
    A rough description about what has changed is also there.

    Have fun with it.

    Best wishes,
    Seven
    Last edited by Seven; 10-11-2010, 04:49 AM.

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    • #47
      http://quakeone.com/forums/quake-tal...-my-quake.html

      this is my thread with all my PK3s (without textures yet)

      with Seven's effectinfo.txt it will be amazing =)
      Ia! Ia! Shubb Niggurath!


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

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      • #48
        Thanks Seven, will try out your updated effectinfo as soon as i have time. Also i highly agree with you that QRP textures + normals are much much better looking then Rygels, thanks for that tip.
        FPS Source Ports

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        • #49
          Seven, how you'll manage the 1,2 GB monster? it is ready =)
          PM me
          Ia! Ia! Shubb Niggurath!


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

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          • #50
            LOVE this however can someone tell me how to edit a couple things.
            I love the effects, but any chance of making them fade out faster? I find the smoke (from explosions) and the teleported effect linger around too long - love the way they look - not how long they last. Was wondering what part I can do to edit this. I would just like to have the smoke/tele effect go faster or fade to invisible quicker.

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            • #51
              Since this pk3 is going to be so big. Has anyone ever thought of throwing their vis-patched id maps up for download somewhere? Just throwing it out there.
              If you see 427 playing Quake thats me.

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              • #52
                Originally posted by sb306 View Post
                Has anyone ever thought of throwing their vis-patched id maps up for download somewhere? Just throwing it out there.
                it's a bit ILLEGAL
                Ia! Ia! Shubb Niggurath!


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

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                • #53
                  Originally posted by inkub0 View Post
                  it's a bit ILLEGAL
                  Hhmm. It is now open source code. I assumed that applied to all content. So it only applies to the engine itself???
                  If you see 427 playing Quake thats me.

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                  • #54
                    @ ooppee

                    did you read through this thread ?
                    If yes, you would have noticed the same question concerning the smoke.
                    Answer is in post #18.


                    @ sb306
                    Shareware Version has only pak0.
                    So uploading all vised maps from pak0 would be OK.
                    Only contents from pak1 are in Full version.
                    So vised maps from there should not be uploaded.
                    (anyway: monsters and stuff from episodes 2 till 4 are also only in pak1, so it would not make sense)

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                    • #55
                      I LOVE YOU! I downloaded the effectinfo now and I'm going to test it this evening. I hope it works, but I will thank you already now for your work!

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                      • #56
                        I am back. And there are a few questions:

                        1st: I have no rocket- or grenade trail, why?
                        2nd: The water just looks like in original quake. There are no cool effects .
                        3rd: Is it possible, to run Quake with the original soundtrack? I alway use iTunes with my Quake-mp3's. But is there an other solution?

                        Here is my id1-folder:

                        Code:
                        Ammo.pk3				Weapons_down.pk3
                        Footsteps_Newfire_Nailposition.pk3	Weapons_equip.pk3
                        JoequakeMENUS_Moon_Drunk_HUD.pk3	config.cfg
                        Objects.pk3				effectinfo.txt
                        Powerup.pk3				pak0.pak
                        QRP-NormalMaps_20.12.09-BETA.pk3	pak1.pak
                        Reforged_monsters.pk3			particles
                        Romi_rtlights_id1.pk3			qrp-maptextures-2007-10-06r2.pk3
                        Is there something to much or something missing?

                        Greetings

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                        • #57
                          Hello BoylerBoi,

                          1.) Because you dont use the original missile.mdl model.
                          Its the same issue with the v_spike.mdl (from Rygel�s pack).
                          If you use a different model, the flag must be set correctly.
                          This is NOT the case with yours.
                          You use inkub0�s missile model, so that�s the issue.
                          Delete it in your "Objects.pk3", and it will work. Or set its flag to "1".

                          2.) Because you dont use "DP pretty water".
                          Find it here. But be sure to use VISed maps before you do that.

                          3.) Yes. Paste your music files into folder: ID1\sound\cdtracks
                          Name the files like the originals: track002.ogg, track003.ogg, track004.ogg, ...
                          DarkPlaces will automaticaly play them.

                          4.) Whats that "particles" in your ID1 folder ? Is it a file or a folder ?
                          If you mean the file "particlefont.tga", it must be placed in ID1\particles folder.

                          5.) If you use the pk3�s from QRP, be sure, that you run "convert.bat" first.
                          This will transform the "xxx.link" files into real tga�s.
                          DarkPlaces doesnt understand the "xxxx.link" format.

                          Have fun.
                          Seven

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                          • #58
                            What do you mean with "VISED maps? And I have a Mac with OS X, no Windows here. Could you upload the textures for me ? I can not run a .bat-file. I copied the pretty water-file. Now, water looks different but is not transparent. And when I look to the top, I can see no water but the sky! The trails now working! Thanks! the particles is a folder with the particlefont.tga inside, yes.

                            Edit: I also moved the .ogg-files into ID1/sound/cdtracks. But when I'm starting Quake, there is no music
                            Code:
                            track002.ogg	track004.ogg	track006.ogg	track008.ogg	track010.ogg
                            track003.ogg	track005.ogg	track007.ogg	track009.ogg	track011.ogg
                            Last edited by BoylerBoi; 11-02-2010, 10:54 AM.

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                            • #59
                              Hello BoylerBoi,

                              2.) As I said: You must VISe your maps to see the shaders.
                              Search this forum for VISed maps. Start your search here.

                              3.) Check if your in-game options menu slider for "Music volume" is up.
                              Of course, if you just renamed your .mp3 files to .ogg it will not work.
                              You must convert them.
                              But I think DP can also play mp3 files. So try it.

                              5.) Open the .bat file with your text editor and copy/rename the texture files by hand.
                              Just follow the .bat text and you are done.

                              I think now it should work...
                              Seven

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                              • #60
                                I converted the Files from CD, but there is also no music. I'll try it with mp3, too. Sorry for this question, but which .bat file do you mean?

                                Edit: With mp3, it doesn't works, too. When I want to vise the maps, I need some .exe-files to do. With a Mac, its not possible I think. Maybe I have to install Win XP on my Mac...

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