.bat from QRP texture packs.
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Making DarkPlaces even MORE beautiful...
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@ LordHavoc
Many different ways to render water in realtime with GPU...
Enjoy it =)
Water Simulation
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alright i put the effects file into my id1 folder all i got was the lighter blood effects everything else still looks the same..oh well, and i also got the particles file and created the particle folder and dropped the file in there but i still can see a difference am i doing something wrong? the folders are in this order Darkplaces/ID1/particles
thanks in advance =)
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effectinfo.txt must be inside quake/id1 folder. my q1 folder structure looks like this:
quake1/id1/progs/*.*
................./textures/*.*
................./blablabla../*.*
................./particles/particlefont.tga
................./effectinfo.txt
................./*.*
.........../mod1/*.*
.........../mod2/*.*
.........../modx/*.*
.........../*.*
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creating id1 foder inside darkplaces folder is nonsense.Last edited by jakub1; 12-09-2010, 03:25 AM.
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Originally posted by sNg26 View Postalright i put the effects file into my id1 folder all i got was the lighter blood effects everything else still looks the same..oh well, and i also got the particles file and created the particle folder and dropped the file in there but i still can see a difference am i doing something wrong? the folders are in this order Darkplaces/ID1/particles
thanks in advance =)
if its like this quake/darkplaces/id1/effectsinfo.txt/ it wont work. Darkplaces doesnt need a folder of its own under the quake directory. A few engines make their own. But dp doesnt need it
Lets us know.If you see 427 playing Quake thats me.
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Just have to give Seven a little thanks here. I've been using this effectinfo for quite awhile and really enjoy it. It adds such nice little touches that contribute to a better atmosphere. My only complaint is that the scrag bolts and decals are a bit too bright green for Quake. The original scrag bolts were very swamp-like and dull in color. I am willing to guess that this can be easily edited though. I don't use any custom textures or models... Personally I like them to be very faithful. I also play with gl_texturemode GL_NEAREST and r_shadow_shadowmapping 1. I find the two give a nice complement to each other.
Thanks Seven and any others who have contributed, I really enjoy this work
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Hello bta.monster,
Thank you very much for your kind words.
The effectinfo.txt as it is today is not alone my work.
Jakub1 and Jorix created some amazing effects, which are implemented in it.
(see comments inside file)
Regarding the scrag�s attack effect:
Find the effect effect TR_WIZSPIKE in the text file.
In this effect, find the line: color 0x00CD66 0x00CD66
Now change the color-values 0x00CD66 0x00CD66 into a color you prefer.
To be able to achieve this, use these pages for the color hex-code:
site 1 or site 2.
You will be able to easily change the color for the attack "cloud".
For the decal on the floor, it is very difficult to change its color. (due to various reasons).
Thanks again for your feedback.
Kind Regards,
Seven
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Thank you again Seven! I find it admirable that you take the time to help people out so often. I'm gonna go try that right now and see what I can come up with. If I can somehow get the floor decal to look similar in color to what I want my scrag-bolts to look like, I'll share my results here
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Dear all,
I want to encourage everybody who is interested in creating their own effects.
So we will be able to increase the effect variation.
And users can choose from different effects.
One very important thing that you should know:
You do NOT need to Quit and Start your Quake everytime, when you
change a value in the effectinfo.txt file to see it in-game.
LordHavoc made a cvar for us, that simply reloads the effectinfo.txt file:
cl_particles_reloadeffects
Unfortunately I didnt know this at the time I worked on it,
so I lost 3 days of my life (only quitting and starting Quake)...
All you have to do is:
- start your Quake (only once)
- open your effectinfo.txt in your texteditor
Now modify the hell out of the file and after each modification,
simply use the cvar in the console: cl_particles_reloadeffects
and you will see the new effect
Kind Regards,
Seven
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