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  • #31
    [ame=http://www.youtube.com/watch?v=18Uh2A2_7LQ]YouTube - Quake Darkplaces - Animated Ammo Boxes[/ame]
    This was another I did but was done with lower resolution but it is more 3D and uses the default content in Seven's pack.

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    • #32
      moved the videos to my sniper quake thread.
      Last edited by seanstar; 02-09-2011, 03:50 PM.

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      • #33
        Yeah we initially made the model like that, we just found it looked "off". The big was actually pretty much identical to yours. We were going to do that, but then it came to the small ammo and no matter how I did it - I was never happy with it's look. So just asked Seven - why not just make it like all the other ammo's - smaller version of. So we went with that. It's recognizable as plasma ammo but is a new design. I think Seven wanted it to keep a similar appearance to the battery ammo because it is ammo for the same weapon. Once you get the plasma ammo - the "plasma mode" is available for the Thunderbolt - doesn't get a separate g_model weapon pickup like the weapons in MP1.

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        • #34
          I'll end up using Seanstar vid #1 and Ooppee vid #2 in January Update 4 of 4.
          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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          • #35
            Baker,

            I put a LOT of effort in those GIF�s in 1st post.
            In my opinion the vids dont show anything new compared to the GIFs.
            May I ask you to simply put some (pick the one you like the most) in your news ?

            Due to endless loop of the GIFs nobody has to push the "replay" button.
            In my eyes the GIFs are the best medium to represent those boxes.

            Thank you for your understanding.

            Kind regards,
            Seven

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            • #36
              Originally posted by Seven View Post
              Baker,

              I put a LOT of effort in those GIF�s in 1st post.
              In my opinion the vids dont show anything new compared to the GIFs.
              May I ask you to simply put some (pick the one you like the most) in your news ?

              Due to endless loop of the GIFs nobody has to push the "replay" button.
              In my eyes the GIFs are the best medium to represent those boxes.

              Thank you for your understanding.

              Kind regards,
              Seven
              I almost did. The I thought about the animation on-screen interfering with the legibility of the site --- it is kind of hard to read text when something is continually blinking drawing your eye towards it.

              I know how much effort had to go into those.

              So yes it will be in the news.

              Update 4 of 4 will be the last update for a couple of weeks barring something Earth-shattering, so I have a couple of items that I want in prime position for attention for 3 weeks to a month. And this is one of those items.
              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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              • #37
                Did a addon to this pack. Matching rockets. Seeing as the rocket boxes have the hazard bar, figured add it to the actual rocket (but it isn't animated lol)

                Download matching-rocket.pk3
                Attached Files

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                • #38
                  Thank you OoPpEe.

                  This will for sure be a nice enrichment for multiplayer.

                  Best wishes,
                  Seven

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                  • #39
                    I did add the shader to it, no fps change at all. Have one little error with but fixing. I think I will do it for both rockets (except remove the spinning on the multi-rocket but keep the fading in/out glow). Doesn't add any extra resources as the textures are already loaded
                    Nothing overly however the fade in/out on multi is.

                    Any chance you want to team up and do some shader work on the Health boxes - with higher poly models - Ruohis' versions - then all the BSP models will be done.
                    Also one idea you could do, add a shader to the g_light -> it could have a fade in/out on the bottom area. Also could do a shader on the grenade - if you do the animation right you could actually make it almost have a visible timer. Basically no glow and when it reaches full glow it explodes.

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                    • #40
                      Hi, guys. For some reason the lightgun ammo texture is displayed incorrectly for me. At least, it seems so.

                      Look:



                      Also, please note on the second screenshot how 'nuclear hazard' sign becomes invisible, when it is covered by the shadow.

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                      • #41
                        Check in your textures folder
                        b_batt0 (and _luma, _glow, _norm ect)
                        b_batt1 and same
                        b_nail0
                        b_nail1
                        b_shell0
                        b_shell1

                        and delete them. Looks like you have a pack previously installed and those textures are taking over. Pk3's are loaded first, then followed by what's in your folders.

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                        • #42
                          Originally posted by ooppee View Post
                          Looks like you have a pack previously installed and those textures are taking over. Pk3's are loaded first, then followed by what's in your folders.
                          Thanks! Another pk3 with ammo was the reason, somehow missed it :-)

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                          • #43
                            sorry for bein a pain but ive tried every thing mentioned in this forum and cant seem to get them to work. either there is no change, or the boxes are gray, or they just look like a shadowy sad sad far cry from the pics that have been posted. no idea why, tried multiple dp releases, multiple clean installs and once again every idea already posted. any thoughts?

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                            • #44
                              Tried installing with the newest DP build and a 100% fresh install - NO other pk3's?
                              Should work by simply dropping in the id1 folder and rogue folder. I did have issues prior like Mancubus where there was another file conflicting (in my case a couple tga's in the textures folder instead of a pk3 file).
                              Also ensure you do not any have bsp models in the maps folder (b_battxx.bsp ect)

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                              • #45
                                Hello kreaper,

                                (we had contact a while ago in the Reforged thread because of spinning models issue)

                                Until now we managed to make it work for everyone.
                                OoPpEe and I will try hard to help you too

                                As you already mentioned, you made clean installs (with no other pk3�s or extra folders) already and used different DP builds ...

                                Usually the next thing I always recommend is using my config.cfg temporary.
                                Suprisingly in many cases it helps. (dont ask me why)
                                Maybe you give it a try too.

                                You extracted the .zip it with winzip, right ?
                                And put only the ID1.pk3 into your folder:
                                Quake\ID1


                                One more idea:
                                Please try the CLASSIC pack (link is in 1st post too).
                                This one has no shaders, so we can see if that is your problem.
                                Put the id1.pk3 from the classic-pack.zip into your folder:
                                Quake\ID1
                                (of course dont use the shader-pack simultaneously then)

                                Always start Quake via "darkplaces.exe" (which is in your Quake folder directly).
                                No shortcut or batch file or extensions (like -dpmod) or something.


                                That�s all I can think of at the moment.
                                Please reply and tell us your progress.

                                Kind regards,
                                Seven

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