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  • Flag Values for Models

    For a long time we've only known the values for the basics - rocket trail, grenade trail and the trails of the enemies attacks and of course how to make a model rotate. I've been trying other values, and found some more. Seems like any over 8192 do nothing. These were discovered in Darkplaces - so the ones after Vore trail can be different in other engines.

    So here's the values in non-hex values:

    1 - Rocket trail
    2 - Grenade trail
    4 - Gib Trail (leaves decals)
    8 - Rotate (powerups, guns, ect)
    16 - Scrag attack trail
    32 - Zombie gib attack trail (leaves no decals)
    64 - Death Knight projectile trail
    128 - Vore projectile trail
    256 - Disable Gun Bobbing (weapon doesn't move as you walk - Thanks Seven!)
    512 - Full Bright (model is full bright regardless of lighting)
    1024 - Fire (spawns a fire effect on the model)
    2048 - Fire Particles aka Stardust (yellow particles fly out of the model)
    4096 - Object doesn't cast a shadow (Thanks Seven!)
    8192 - Wall Hack (model appears though walls - only the mesh - no effects)

  • #2
    Hello OoPpEe,

    All your questions will be answered if you look into the "dpextensions.qc"

    Best wishes my friend,
    Seven

    256:
    Code:
    //DP_EF_NOGUNBOB
    //idea: Chris Page, Dresk
    //darkplaces implementation: LordHAvoc
    //effects bit:
    float   EF_NOGUNBOB     = 256;
    //description:
    //this has different meanings depending on the entity it is used on:
    //player entity - prevents gun bobbing on player.viewmodel
    //viewmodelforclient entity - prevents gun bobbing on an entity attached to the player's view
    //other entities - no effect
    //uses:
    //disabling gun bobbing on a diving mask or other model used as a .viewmodel.
    //disabling gun bobbing on view-relative models meant to be part of the heads up display.  (note: if fov is changed these entities may be off-screen, or too near the center of the screen, so use fov 90 in this case)
    512:
    Code:
    //DP_EF_FULLBRIGHT
    //idea: LordHavoc
    //darkplaces implementation: LordHavoc
    //effects bit:
    float   EF_FULLBRIGHT   = 512;
    //description:
    //entity is always brightly lit
    1024:
    Code:
    //DP_EF_FLAME
    //idea: LordHavoc
    //darkplaces implementation: LordHavoc
    //effects bit:
    float   EF_FLAME        = 1024;
    //description:
    //entity is on fire
    2048:
    Code:
    //DP_EF_STARDUST
    //idea: MythWorks Inc
    //darkplaces implementation: LordHavoc
    //effects bit:
    float   EF_STARDUST     = 2048;
    //description:
    //entity emits bouncing sparkles in every direction
    4096:
    Code:
    //DP_EF_NOSHADOW
    //idea: LordHavoc
    //darkplaces implementation: LordHavoc
    //effects bit:
    float   EF_NOSHADOW     = 4096;
    //description:
    //realtime lights will not cast shadows from this entity (but can still illuminate it)
    8192:
    Code:
    //DP_EF_NODEPTHTEST
    //idea: Supa
    //darkplaces implementation: LordHavoc
    //effects bit:
    float   EF_NODEPTHTEST       = 8192;
    //description:
    //makes entity show up to client even through walls, useful with EF_ADDITIVE for special indicators like where team bases are in a map, so that people don't get lost

    Comment


    • #3
      Wow this is some useful info!
      Thanks both of you!
      200 a�os de mi querido PARAGUAY
      14/05/1811

      Comment


      • #4
        Hello OoPpEe,

        Now you also get the idea what flag the mystical powerups from Rygel have

        [Sherlock Holmes mode enabled]
        I mentioned here which effect names to edit to change the visual.
        Comparing these with above mentioned LordHavoc�s function names will lead us a big step towards the answer.

        But there is more... a blood decal is spawned every second too.
        So we have at least 3 flags combined...

        But knowing, that Rygel doesnt seem to know anything about "flags" (because his powerups didnt spin) leads to the conclusion, that he didnt do it himself.
        [Sherlock Holmes mode disabled]

        Isnt it exciting to go on evidence hunt in the past ?

        Regards,
        Seven

        Comment


        • #5
          Some of the effects actually look great on the powerups without them looking odd (unless you enable item bobbing). Bobbing = the effects being present.
          Example - The Ring will get a random smoke puff below it time to time if bobbing is enabled. If disabled, you just get the glow.

          I am likely going to release a powerups pack that I put on some of the models.
          Back on my Ven. Sphere I applied the Rocket (or Death Knight's) trail to it and looked great.

          I recently slapped on:
          Quad - Vore effect. Looks awesome, made a gloss map for it which gives off purple highlights, and when it spins it looks like energy running through it.
          Ring - Death Knight (reskinned, and resized the thickness - the model was as thick as it was tall).
          Pent - Fire but for those who don't use DP I also put on the Death Knight. I also did a gloss map for it too (like the quad) except with orange highlights. Gives off the look of some parts are just under intense heat.
          Horn - Death Knight
          Empathy - Death Knight
          Gravity Belt - Scrag (reskinned the glow on it to be more greenish)
          Shield - Rocket

          They all look great. The Death Knight gives off a very minor glow. So it looks good on the powerups that don't really have a reason to give off lighting.



          Main reason I did this was I found inconsistencies in maps.
          In some maps, you find a quad and the entire area is lit up. Then you find it in another and it's barely (if at all) lighting the area.
          E1M3 - the Ring lights up the area it's in, but in DM3 it gives off no light at all.

          Now regardless they give off light. In E1M1 the Quad area - the purple glow overtakes the blue mainly.
          Nice part about this too, on the maps where the item doesn't light the area (by default via map lighting). When you pick up the item - the lighting is gone too. Example E1M1's Quad. Blue room, pick up the Quad - it's still blue.
          Attached Files

          Comment


          • #6
            OoPpEe,
            what Quad Model do you use?
            Last edited by webangel; 07-31-2011, 01:12 PM.

            Comment


            • #7
              One that will be posted later today
              I don't recall who the author is, but I believe it's Ruohis.

              Comment


              • #8
                I'm afraid that's tomorrow for me

                Comment


                • #9
                  Not at all, it's being uploaded as I type this (id1 powerups only though)

                  Comment


                  • #10
                    ooppee's original post is incorrect.
                    the flags are mixed up between model flags and effect flags.

                    model flags (.modelflags):
                    1=rocket
                    2=grenade
                    4=gib(blood)
                    8=rotate
                    16=tracer(scrag)
                    32=zomgib(darkblood)
                    64=tracer2(deathknight)
                    128=tracer3(vore)
                    256 through to 8388608 are defined by hexen2 to mean various other things (only truely interesting one is alpha-test-enable at 16384 using palette 0 as transparent), but dp does not recognise anything other than quake's standard 8.

                    Those values are not to be confused with the qc .effects field:
                    1=brightfield(swirly particles, not supported in all engines)
                    2=muzzleflash
                    4=brightlight
                    8=dimlight
                    16=flag1(qw) / nodraw(dp)
                    32=flag2(qw) / additive(dp)
                    64=blue glow(qw+many glquake engines)
                    128=red glow(qw+many glquake engines)
                    256=nogunbob(dp)
                    512=fullbright(dp)
                    1024=flame(dp)
                    2048=stardust(dp)
                    4096=noshadow(dp)
                    8192=nodepthtest(dp)
                    16384=selectable(dp)
                    32768=doublesided(dp)
                    65536=noselfshadow(dp)
                    1048576=restart anim(dp)
                    2097152=teleported(dp)
                    4194304=lowprecision(dp)
                    8388608=nomodelflags(dp)

                    its probably worth noting that for particle effects, you may be better off using a different extension instead of these flags. Certainly its unlikely that more such particle effects will be added.
                    Some Game Thing

                    Comment


                    • #11
                      I fail to see what I said is incorrect?
                      The effects from 1-128 are the standard id1 effects that you flag on the model either using:
                      QME and the Model Properties -> Flag
                      or using Lord Havoc's Modeltool using the "--flag" command

                      Each of the values I gave are for the models that you'd input using one of the 2 ways above. Nothing to do with the "qc effects".
                      However the:
                      256-8192 - CAN be applied to the model by simply putting it on them.
                      Use LordHavoc's modeltool on the Quaddamage model and give it the flag of 8192. You will see it through the walls - without needing to apply any QC effect to the models.
                      If DP doesn't recognize anything other than the standard 8 - please try out my "Effect" powerups and use the Pent. You will see it using 1024 (flame) effect. No QC editing needed.

                      Comment


                      • #12
                        Interesting this; one for engine coders to take note of. If you're adding your own flags in your engine you should probably do mod->flags &= 255 first to clear the DP flags otherwise you're potentially going to get confused... (the alternative is to support the DP flags, of course).
                        IT LIVES! http://directq.blogspot.com/

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                        • #13
                          Example of a flag other than id1's standard 8 being applied to a model and working as it's stated to. Flag 8192 on the soldier.mdl on e1m1.


                          Flag 512 applied (full bright)


                          I will see if those other values posted (above 8192) apply if they are put on a model also.
                          Attached Files

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                          • #14
                            I don't know what Flag 8192 can be used for..
                            200 a�os de mi querido PARAGUAY
                            14/05/1811

                            Comment


                            • #15
                              Useful for guides on maps. For example in a CTF game you can make it so when a flag is dropped - a model spawns representing a "marker" as to where it is. That model could have 8192 applied to it - so then you can see it even when it's through a wall.

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