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  • Originally posted by R00k View Post
    If you load up original software quake, fire up the start map and look at the teleporter in the normal hall from you initial spawn point. To me it looks like static on a black and white tv. I thought thats what it was when I 1st played Quake. Reminded me of that movie 'poltergeist' when that little girl got pulled into the TV into another dimension

    So, i've always thought it would be cool to make a static effect for teleporters...

    Hi R00k,

    your wish has been fullfilled by Moon[Drunk] already
    Follow me...

    Moon[Drunk] always has some of the best ideas !

    Have fun,
    Seven


    PS: Is the movie title in the US really "Poltergeist" ?
    (cause its a german word)

    Comment


    • Originally posted by Mrgnstrn View Post
      My version of Teleport. With transparency and reflectivity. Yes, it will have your FPS, like popcorn, but it looks like magic)))

      http://zalil.ru/33568827 (10 seconds before dl)


      PS In addition, my version of the lava with the effect of motion. The defects of textures are almost hidden.

      http://zalil.ru/33568850

      PPS Sorry my bad english. WBR.
      Anyone have a download link to this?
      Clan Brotherhood of the Axe

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      • Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • thanks brah
          Clan Brotherhood of the Axe

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          • Is there a working link for the Mrgnstrn version somewhere?

            Other then that, I have noticed that my own teleporter version is kinda broken in recent DP builds. The surface textures flicker quite a bit. I was able to fix it by completely removing the (minimal) forwards/backwards movement I had implemented. It was barely noticable before already and won't be missed.

            Fixed NightFright teleporter (768 KB)

            As a reminder: This is what it looks like (or should).
            Last edited by NightFright; 02-19-2013, 02:57 PM.
            Authentic Models Pack
            OriOn's ID1 Model Fixes for MP1+2
            LIT/VIS files for Quake addons

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            • Originally posted by NightFright View Post
              Is there a working link for the Mrgnstrn version somewhere?
              Yep, I know one, it was on my hard drive)) My teleport on cloud.mail.ru
              Last edited by Mrgnstrn; 12-05-2014, 11:35 PM.

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              • Originally posted by Mrgnstrn View Post
                Yep, I know one, it was on my hard drive)) My teleport on rapidshare
                Can't download this without reg on RapidShare. Please, reupload somewhere

                Also, is this screen from this or another version of your teleport: https://thumbs.rapidshare.com/thumbs...6B0B986D0B.jpg ?

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                • Hi

                  Mrgnstrn those textures are from my teleport effects, they took me some time to create and finish, I don't like them being used like this...Could you please remove them and use your own.

                  thanks

                  Sean

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                  • I don't have an account at rapidshare and had no issues downloading the files. Thanks Mrgnstrn


                    Originally posted by BEEF34T3R View Post
                    Can't download this without reg on RapidShare. Please, reupload somewhere

                    Also, is this screen from this or another version of your teleport: https://thumbs.rapidshare.com/thumbs...6B0B986D0B.jpg ?

                    Comment


                    • Originally posted by BEEF34T3R View Post
                      Can't download this without reg on RapidShare. Please, reupload somewhere
                      Also, is this screen from this or another version of your teleport: https://thumbs.rapidshare.com/thumbs...6B0B986D0B.jpg ?
                      Just click right mouse button on pk3 file and choose download.
                      No, it's the same version. (Secret place on e1m8 )

                      Originally posted by seanstar View Post
                      Hi
                      Mrgnstrn those textures are from my teleport effects, they took me some time to create and finish, I don't like them being used like this...Could you please remove them and use your own.
                      thanks
                      Sean
                      Oh. I'm very sorry. Yes, it is possible, I did not say anywhere that these textures are made by me. They are collected from different authors, presented in this thread.
                      Please update, you mean the texture of stars or normalmap?
                      If you insist, I'll delete the file.
                      Last edited by Mrgnstrn; 04-24-2013, 09:10 AM.

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                      • Hello,

                        I enjoyed browsing Moon[Drunk]�s QRP site today and looked at all the amazing textures he has done.
                        When I saw this interesting screenshot:



                        This teleport uses, as far as I remember, a texture combination from osjclatchford, webangel and inkub0.
                        But I am very sure that Moon[Drunk] also put his magic hands on them to make them look even better.
                        There is no distortion visible in the screenshot. Maybe he used it as a replacement texture without shader.

                        PS: Also the axe looks good

                        Comment


                        • i still always use that above-shown version of the teleport shader but with the shaders that you made long ago

                          personally like it a lot more then the muddy-water like textures of the newer versions of your teleport-shader cuz its closer to original quake and i think its silly to have it look like theres muddy water in teleporters
                          .
                          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 Seven View Post
                            Hello,

                            I enjoyed browsing Moon[Drunk]�s QRP site today and looked at all the amazing textures he has done.
                            When I saw this interesting screenshot:



                            This teleport uses, as far as I remember, a texture combination from osjclatchford, webangel and inkub0.
                            But I am very sure that Moon[Drunk] also put his magic hands on them to make them look even better.
                            There is no distortion visible in the screenshot. Maybe he used it as a replacement texture without shader.

                            PS: Also the axe looks good
                            Actually, those were mine from way back in the day, see here link and link. I combined combined Seven's, inkub0's and Moon[Drunk] teleports to create it. Only after ooppee and Moon[Drunk] showed interest i shared it.
                            I still have the files if somebody else is interested. The original Moon[Drunk] on which is based it on can stil be seen here
                            and the original inkub0 here

                            The only issue with them is that it is based of dp pretty water, so if you are close to them you'll hear water and if you shoot into them you hear the water splash, and atm i have no idea on how to fix it. Would be nice if somebody could assist me in that.
                            Last edited by Spinvis; 07-10-2013, 01:05 AM.
                            FPS Source Ports

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                            • Hello Spinvis,

                              Thank you for your post.
                              Osjclatchford posted this texture in its original form in the second post of this thread. But it really doesnt matter. All that matters is, that it was a great community work and many people were involved.


                              Regarding your questions / issues:
                              1.) Teleporters have their own ambience sound in Quake: ambience/hum1.wav
                              (It is called in triggers.qc and you can modify it to whatever you want).
                              Don�t mix it up with ambience/water1.wav sound which is used for water ambience in Quake.
                              This has nothing to do with DP Pretty Water.
                              A shader replaced texture will not change this behaviour.
                              You will always hear ambience/hum1.wav near a teleporter and not ambience/water1.wav. Try a different level which has no water and listen to the teleporter again...

                              2.) In Quake these textures all share the same �property�: INWATER
                              - water
                              - slime
                              - lava
                              - teleporter

                              So, if you would poorly code a watersplash feature you would see the watersplash in all of these.
                              The actual watersplash code detects via: point content values if it is
                              CONTENT_WATER
                              CONTENT_SLIME
                              CONTENT_LAVA
                              and acts accordingly (spawns different particles and sounds).

                              The only thing you cannot simply �check� with point content is the teleporter, as there is no:
                              CONTENT_TELEPORTER
                              A teleporter is not fully comparable to liquids as it is not a volumetric area. It is just a texture with a trigger.

                              But as a fix or workaround you can use dpextension: DP_QC_GETSURFACE
                              See the footsteps-code as reference and do the same for the teleporter texture.
                              It isnt that difficult.
                              This way you will not see nor hear watersplashes when shooting teleporters.


                              But hey, I like the fact that teleporters are liquids.
                              Do you know the movie �Stargate� ? That is a perfect teleporter for me.
                              So I personally like the watersplash sound and particles when shooting teleporters.
                              But that is of course a personal liking thing and I am wrong with this many times�

                              Have fun modifying the code,
                              Seven

                              Comment


                              • i has a question.

                                im still always using seven+inkub0 teleport 1.2 cuz i like the starrry texture and the shaders of it most of all, but in the 2013 DP builds the visual of this teleporter is sadly different then it used to be
                                the transparency and glow both dont seem to function properly anymore

                                how it looks in 2011build:


                                how it looks in 2013builds:


                                cant find a download link to the teleporter i am using, but it seems pretty much identical to version 1.1 from here: http://quakeone.com/forums/quake-mod...html#post77743

                                only difference seems to be that v1.2 has a line saying 'q3map_surfacelight 1800' and one 'tcMod turb 1 1 0.5 0.17' added, and that it uses "blendfunc filter" rather then "blendfunc blend" which v1.1 uses

                                .

                                anyways... my question is.... could someone perhaps look at that tp shader and fix it so it looks the same in 2013 builds? id like to be able to use 2013 build coz they have better performance but the tp shader being sorta half-broken is kinda a dealbreaker for me
                                .
                                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

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