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TUT: Creating Rain + Snow + Fog in DarkPlaces

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  • Looks like you have wrong progs.dat. Download the last version of "Small mod compilation" and delete progs.dat from your ID1 folder. Or better unpack progs.dat from compilation's pk3-file to ID1 folder, cause that way it will override all other progs which may be in other pack files.

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    • that did it thnx. it looks awesome cheers

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      • Hi quakers, firstly thank you Seven for creating this perfect tutorial.
        When Splitterface have done ent files for MP1 and noone seems to create another for MP2, I've decided to do it, because since I know this community I wanted to contribute with something.
        My actual work is located in this thread
        Since it's my first work I would be glad to any feedback and suggestions.

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        • This is the Dissolution of Eternity mission pack with all of Sevens Mission Pack 1 mods ported into it.

          Things to upgrade:
          1) Make choice rogue monsters corpse-gibbable
          2) Make lava nails stick in walls

          Included fgd:
          This is the standard rogue fgd file with rain and snow entities added to the very bottom of the file

          1) Make a block primitive that encompasses the entire area that you want it to rain/snow in
          2) select it and click "to entity"
          3) select func_rain or func_snow from the drop down menu
          4) set the velocity, cnt and count parms to your desired amount. These values are used exactly as described in Sevens .ent TUT on the same subject. There is no need to set the other values described in his tutorial because func_rain and func_snow already collect the data of the block size that they are attached to

          note: you will need the sounds and progs folder from Sevens QMP1 compilation to enjoy the walk, rain, thunder sounds and the particle fires

          I did not make rogue monsters corpse-gibbable cause I technically don't have a clue what I am doing and rogue monsters already have a bunch of functions in the last death function of the monsters. I need more time to look into it. Just adding the monsterbodyque() (or whatever) is not going to work.Also, lava nails do not stick in walls, other than that it has all of the same functions as Seven Quake.

          On an unrelated note - can someone tell me where in the quake code it tells the monsters what to do when they kill you? I wanna add a dance function there and mix up through monster frames to create a dance. Can I not find it cause it "tells" the monsters what to do by simply not saying anything?. I want my enemy to boogie when it kills me...lol

          Rogue Modded Progs and FGD with rain/snow entities

          Gypsy
          Last edited by MadGypsy; 01-29-2012, 03:31 PM.
          http://www.nextgenquake.com

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          • Link to fgd?
            � Moon[Drunk]'s Quake Graphics
            � Quake Revitalization/Retexturing Project

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            • Adding "taunt" function to monsters (to make them do X after killing you):

              It is too long to explain here, but look in the Remake Quake source and search for "taunt". What we basically did was add a self.th_taunt to monsters and add stuff to ai.qc. You can then give monsters a function to run when they just killed the player - this is how the RMQ ogre does a little dance, and the enforcer says "suck it down" after killing you.
              Scout's Journey
              Rune of Earth Magic

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              • Originally posted by Moon[Drunk] View Post
                Link to fgd?
                I'm not sure if you are asking me why or where, so I will answer both.

                where: right under "edit: woops"

                why: cause I don't really play quake, I make quake (respectively). So, I included my fgd which has the snow and rain entities defined in it. That way other map-makers can put rain and snow in their worlds natively.

                @golden_boy - thanks, I can figure it out from there

                Gypsy
                Last edited by MadGypsy; 01-29-2012, 08:22 AM.
                http://www.nextgenquake.com

                Comment


                • Originally posted by MadGypsy View Post
                  I'm not sure if you are asking me why or where, so I will answer both.
                  The file r_progs.zip only contains the progs.dat not any .fgd file!
                  Btw the link should also point at this url instead.
                  � Moon[Drunk]'s Quake Graphics
                  � Quake Revitalization/Retexturing Project

                  Comment


                  • Ah, you are correct sir (my mistake). I uploaded a complete zip and changed the link in my original post. It's kinda good I made that mistake because:

                    a) I added a little read_me file that gives credit to Seven for the original mods
                    b) I realized that I didn't clarify that you will need the sounds and progs folder from Sevens compilation in order to hear the sounds and see the proper fire.
                    c) I moved the rain/snow mod in the fgd to the very bottom of the file

                    here is the link again Rogue Modded and .FGD

                    For those that just want the entity defs for an .fgd - here they are. It's pretty straight forward, Tie the funcs that you added at the end of MISC.qc to a solid (so it can be sized), then define all the parameters that need to be set. You don't need to define (maxs,mins,absmax,absmin) because func_rain/snow already do this based on the size of the entity you create.
                    Code:
                    @SolidClass = func_rain: "func_rain"
                    [
                    	velocity(string): "velocity" : "0 0 -700"
                    	count(integer): "count" : 4
                    	cnt(integer): "cnt" : 2
                    ]
                    
                    @SolidClass = func_snow: "func_snow"
                    [
                    	velocity(string): "velocity" : "0 0 -100"
                    	count(integer): "count" : 10
                    	cnt(integer): "cnt" : 11
                    ]
                    You could probably make this function triggerable by simply modifying the code like this. I haven't tested this but I don't see why it wouldn't work.
                    Code:
                    @SolidClass base(Targetname)= func_rain: "func_rain"
                    [
                    	velocity(string): "velocity" : "0 0 -700"
                    	count(integer): "count" : 4
                    	cnt(integer): "cnt" : 2
                    ]
                    Edit: making weather triggerable will not work the above way. After looking through the quake code I see why. I need to modify func_rain/snow to accept a trigger. I plan to do this, but I also want to make a few other mods, so I will release another rogue progs and fgd mod when I have more to offer than one little trigger.

                    I want to thank Seven and all others involved for modding the original Quake for Sevens compilation. It inspired me to try and port it. I knew next to nothing about quake c before I took a stab at it, now I have a better than poor understanding of Quake c. I'm sure years of programming in other OOP languages definitely helped "ease the pain" but ripping apart quake to find your mods was nothing short of an education.
                    Last edited by MadGypsy; 01-29-2012, 03:30 PM.
                    http://www.nextgenquake.com

                    Comment


                    • Every time i want use a .ent file i got this error:

                      DRVM_ED_PARSEEpair: cant find function seven_think in server
                      HOST ERROR DRVM_ED_PARSEEDict: parse error

                      Help me please...

                      Comment


                      • @moonlight

                        these rain ent files require you to have also installed sevens small mod compilation:
                        http://quakeone.com/forums/quake-mod...mpilation.html

                        thats what causes the error, sevens SMC has modified quake code which allows for rain,
                        which the ent files require to work
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • Originally posted by webangel View Post
                          Try THIS progs.dat!!

                          Just extract the zip to your ID1 folder!
                          Can you reup on mediafire for me please... all my .ent file make this error...

                          Sorry for my english

                          Comment


                          • Originally posted by Moonlights View Post
                            Can you reup on mediafire for me please... all my .ent file make this error...

                            Sorry for my english
                            Like Splitterface says:
                            Try Sevens great SMC and disable the things you don�t like

                            Comment


                            • made a nice addon for the startmap and basemaps, which add the fancy slipgate stars effect i love so much

                              made these ent-files some time ago, and thought you all might like them too



                              DOWNLOAD SLIPGATE STARS ADDON FOR ID1



                              also made slipgate stars addons for HYPNOTIC:
                              http://quakeone.com/forums/quake-mod...tml#post121841
                              .
                              are you curious about what all there is out there in terms of HD content for quake?
                              > then make sure to check out my 'definitive' HD replacement content thread! <
                              everything that is out there for quake and both mission-packs, compiled into one massive thread

                              Comment


                              • Keep up the good work Split. They look really nice.

                                Kind regards
                                Monty
                                Mr.Burns
                                "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                                WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                                Servers: Quake.shmack.net, damage.servequake.com

                                News: JCR's excellent ctsj_jcr map is being ported to OOT

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