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DirectQ and Ring of Shadows

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  • DirectQ and Ring of Shadows

    Ok, originally with directQ and the ring of shadows, if someone would get the ring their eyes were like 1 pixel big. Nearly impossible to see.

    Now, with quake retexturing project the eyes are big and seem as if they are "3D" but aren't in the right place. I shoot at the eyes and often don't get a hit.

    I just want the eyes to look like they do for ProQuakers. Normal eyes only, in the right place, the right size.

    How do I fix this for DirectQ?

  • #2
    Hmmm, I did work over the eyes code to restore the original behaviour, but it's possible that something may have gone astray amidst other changes.

    Things to try:

    Check the value of gl_doubleeyes; it should be 1.

    Set r_instancing to 0; I wouldn't recommend this as a general-purpose fix but if it works it'll get you out of trouble until I do get a general-purpose fix done. It'll also give me useful info on the cause of this problem.
    IT LIVES! http://directq.blogspot.com/

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    • #3
      gl_doubleeyes invalid command.

      I setup a local server

      Player A got the eyes
      Loaded Player B.

      Changed r_instancing to 0, PlayerA looked the same.

      After looking closer, the eyes end up showing up a little too close, and way too high and to the right of the actual player who has them.

      No wonder why I can never hit anyone who has the ring.

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      • #4
        gl_doubleeys then (no final 'e') - it's typo-compatible with ID Quake.

        I don't think it's gonna do anything useful as it should always be 1 anyway.

        Very useful info you just gave me on the positioning thing though, I can already make a good guess on what the problem is from that.
        IT LIVES! http://directq.blogspot.com/

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        • #5
          Ok.

          On the actual positioning of the eyes, if you're the player with the eyes, your eyes are actually forward up and to the right.

          If you're the person viewing the player with the eyes, face to face, then it appears high and to the left.

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          • #6
            The eyes model is not exactly at eye-level, this would be the actual positioning determined by the model itself. The only way to 100% correct this would be to have an eyes model that is set to zero on it's Z plane and coded to sit 22 units from the floor.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              Here is what I know:

              ProQuake, its perfect.

              DirectQ with no textures, its perfect spot but tiny.

              DirectQ with retexturing project textures, its too big, way about 3 feet too high and about 3 feet to the right hand of hte person with the ring.

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              • #8
                that's a big twinkie

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                • #9
                  Clever Girl

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                  • #10
                    see eyes- /openspam

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                    • #11
                      Originally posted by Magnus View Post
                      Clever Girl
                      for real?


                      really, for real?

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                      • #12
                        Screenshot so Mr. DirectQ developer can understand your issue better?

                        (Sometimes an issue can be config, hardware or video card specific. Doesn't seem likely here, but it is not necessarily easy to recreate an issue someone else is having. I'm just sayin' ...)
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                        • #13
                          I obv know what the twinkie comment is from.

                          [ame=http://www.youtube.com/watch?v=TO5wryDdEI0]YouTube - clever girl[/ame]

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                          • #14
                            The bit I'm having trouble with is that using QRP textures is sufficient on it's own to trigger the problem. That seems insane to me, unless QRP provides a replacement eyes model for some reason.
                            IT LIVES! http://directq.blogspot.com/

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                            • #15
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