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  • #76
    It's called DP Lava (Darkplaces Lava). Only way to add this to Qrack is to take the texture - however you will not get the full effect as Qrack doesn't support shaders.

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    • #77
      Originally posted by Gokshura View Post
      Hey guys! i have a noob question:
      How can i add this gorgeous lava to Qrack?

      Looks pretty good to me.
      WARNING
      May be too intense for some viewers.
      Stress Relief Device
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      • #78
        aff..i see
        and Bluntz, how could you add it then?

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        • #79
          Extract it from the pk3,rename it so it follows qrack's naming type and put it in textures folder.
          The gloss and any normals wont work,but Seven did such a good job on this lava that even I did not recognize this as the same lava in DP,for me it looked much better IMHO.I did not credit him for it ,thinking it was from another HD pack!Most content that works in DP will work in Qrack as long as the naming structure is adjusted, with reduced effect.
          Good Luck
          WARNING
          May be too intense for some viewers.
          Stress Relief Device
          ....BANG HEAD HERE....
          ---------------------------
          .
          .
          .
          .
          .--------------------------

          Comment


          • #80
            Ty Bluntz, it worked!..but i had to make the following....I created first a "textures" folder in qrack, and copy the new textures with the original names from the pak, but nothing happened, so, then i replaced the ones inside the pak and voil�! textures were changed.

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            • #81
              It will not run here! I have the VISed maps und I just dropped the .pk3 in my /id1-folder. The dpwater-mod runs, the lava-mod doesn't. What can I do? Here's a screenshot:

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              • #82
                That's all Qrack supports - if you're expecting the multiple texture layers, smoke ect that's Darkplace specific.

                DP Pretty water isn't "working" either on Qrack - you're using the texture and that's it. DP water gives transparent water with reflection and refraction.

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                • #83
                  But I'm using DP. The screenshot is from the MPII (DoE), but the lava in "normal" Quake doesn't smoke, too.

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                  • #84
                    Boylerboi,

                    You need this addon to have the lava smoke support.

                    You will find samples in it (for id1 start map, e1m7 map, MP2 start map).
                    Make your own effects for other lava pools.
                    They will be done step by step the next weeks/months.

                    Regards,
                    Seven

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                    • #85
                      Ah thought you were still using Qrack (as you asked about the effects to be used in Qrack previously). The smoke has to be added to the map manually - by adding entities to the map - the same way you'd add more enemies/weapons to it and requires the mod Seven posted to allow it to work.

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                      • #86
                        Animated Normal Maps

                        Hi,
                        I had a idea:
                        [ame=http://www.youtube.com/watch?v=IpZ3oAIvr5M]Quake Lava idea - YouTube[/ame]

                        The animation shader is not done and I have to work more on the textures.
                        The video can�t show it the right way so here is a test version.

                        -Download-

                        Sorry for the filesize but the textures are very big at the moment.
                        To install just copy the .pk3 into your \id1 folder!

                        [email protected]

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                        • #87
                          Interesting idea Webangel! I'll have to try this out.

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                          • #88
                            What would really be cool is if it could have a boiling or "gloopy"+"poppy" effect, it could be done in code much like a plasma is done, with a vector map. But that might be outside what can be done with normals and textures.

                            However, maybe Seven can do something with such an idea?
                            Regular One Man Slaughterhouse

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                            • #89
                              Originally posted by Roy Batty View Post
                              What would really be cool is if it could have a boiling or "gloopy"+"poppy" effect, it could be done in code much like a plasma is done, with a vector map. But that might be outside what can be done with normals and textures.

                              However, maybe Seven can do something with such an idea?
                              I don't think so because for that the maps must be edited.

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                              • #90
                                Hello webangel,

                                A nice idea to make an aniMap shader and only change the normals of the texture.
                                Only issue is that it needs a short intervall to keep it smooth looking.
                                And that short intervall makes many steps necessary to make a noticable way, otherwise it would be to quick.
                                The resulting quickness/speed is what maybe will not match to lava.
                                This effect would maybe better fit to water ?
                                But anyhow a good idea!



                                Hello Roy Batty,

                                *woow*, didnt see you for a long time.
                                Good to have you back.
                                My bad english prevents me from fully understanding what you mean in your above post.
                                Do you mean that there should be small eruption/blowouts in the lava ?
                                If yes, it is very doable
                                You just gave a very good idea.

                                It can be done this way I guess:
                                The lava pool has coordinates (lets keep it simple and say it is just a square pool):
                                We only focus on the X-coordinate in this quick brainstorming (Y is identical):
                                - left corner has X1 = 400
                                - right corner has X2 = 1000

                                Inside QC I will add a new function (into my existing custom effect function) that spawns particles via .ent files.
                                First calculate the width of the lava pool:
                                dX=X2-X1=600
                                Than choose a random position inside the lava pool:
                                tX=random()*dX
                                Now add this value to X1
                                X(particle)=X1+tX
                                The result will be a point randomly between 400 and 1000.
                                So directly inside the borders of the lava pool.
                                Do the same with Y.

                                Now spawn a lava splash (like the existing ones when shooting in lava) at:
                                X(particle) / Y(particle)
                                The z-coordinate is a fixed given value inside the .ent file.
                                Because a lava pool is always flat!
                                pointparticles(particleeffectnum("lava_boil"), 'X(particle) Y(particle) Z', '0 0 0', 1);
                                Add an adjustable (via .ent file) "nextthink" function, that adds a little randomness and you will have random lava boiling spots all over the lava pool.

                                Well, tis only works with square-like lava pools.
                                But thank god in Quake everything is squary

                                That needs new/extended .ent files of course for each map with lava pools.
                                But hey, wasnt it YOU, that created the episode 3 rainy .ent files ??

                                I am excited to test it...

                                Best wishes,
                                Seven

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