Hello Fellow Quake modders.
I need help merging Seven's "Small Mod Compilation"(SMC) with RocketGuy's "RQuake Team Cooperative"(Rquake). My goal is to add Sevens awesome Special effects such as (Gibbing, blood stains, torch lights, flies, etc) to RocketGuy & Lardarse's Rune Quake Team Cooperative Multiplayer modification.
Rquake and SMC both have their own "progs.dat" file which must be merged together into one file somehow so that quake reads it and uses both. My end goal is to record multiplayer demos that I already have stored on my PC, so this should not cause any conflicts of joining Rquake servers with mis-matched progs.dats. The progs.dat could be modfied to any desire as long as the demo replays succesfully.
As it stands now, with Rquake progs.dat the dead bodies disappear into the floor, there is no multi-skin/model support, and the only thing that works from Seven's SMC is the "effectsinfo" particle effects. The multi-skin does not work, the particle torches do not work, many things do not work.
I've messaged Cobalt and Seven for help doing this. If anyoen has some input as to how I might be able to merge Seven's content with Rocketguy's content please let me know. I could theoretically just send Seven the source for Rquake with the progs.dat and request that he add his special SMC progs.dat information to it, but it seems like that may become a lot of work that is unrelated to his mod compilation project.
Thanks for any input anyone in the community has to offer me.
Thank you.
TV
Fixed:I'm using Seven's Small mod compilation 3.8 and the included effectsinfo.txt (that I assume is packed into the .pk3 somewhere). I like the looks, but it's missing the smoke that fades slowly after a rocket explosion.
In my old effectsinfo.txt I would like to find the bits that are related to creating that smoke and just add it Seven's newest effectsinfo that is in the SMC 3.80 .pk3.
Would anyone please point me to which section makes the smoke cloud appear for about 5-10 seconds and slowly fade away after the grenade or rocket explode, and let me know if I can just add that section to the sMC effects. I also want the burnt marks on the floor left-over from the explosion too. the decals.
Thank you
Edit: Also I cant get the fog to work or rain/snow on the modified RQ coop levels. I think the only things that changed when i added Sevens SMC 3.80 pk3 were the blood splatters, the sound the knight makes, and all the particle effects. This is playing back cooperative custom map play, not single player (for which smc works fine).
I'm looking to make a nice video, so I would like for these effects to work. I nearly racked my brain trying to get snow to work one day.
effect TE_EXPLOSION
underwater
count 128
type bubble
tex 62 62
color 0x404040 0x808080
size 2 2
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
effect TE_EXPLOSION
notunderwater
count 128
type spark
color 0x903010 0xFFD030
size 1 1
alpha 0 256 512
gravity 1
airfriction 0.2
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
effect TE_EXPLOSION // this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time
notunderwater
count 192
type smoke
color 0x901000 0xFF3010
size 10 10
alpha 32 16 64
bounce -1
tex 0 8
airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
liquidfriction 0.8
lighttime 0
velocityoffset 0 0 0
velocityjitter 256 256 256 // wie schnell der Rauch sich verteilt
effect TE_EXPLOSION // this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
notunderwater
count 96
type smoke
color 0x202020 0x404040
tex 0 8
size 12 12
sizeincrease 1
alpha 0 32 2 // war urspr�nglich 0 32 1 3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
bounce -1
lighttime 0
airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
liquidfriction 1
velocityjitter 64 64 64 // wie schnell der Rauch sich verteilt
effect TE_EXPLOSION
countabsolute 1
type decal
tex 8 16
size 48 48
alpha 256 256 0
originjitter 40 40 40
effect TE_EXPLOSION
lightradius 350
lightradiusfade 700
lightcolor 4 2 0.5
effect TE_EXPLOSIONQUAD
underwater
count 128
type bubble
tex 62 62
color 0x404040 0x808080
size 2 2
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
effect TE_EXPLOSIONQUAD
notunderwater
count 128
type spark
color 0x903010 0xFFD030
size 1 1
alpha 0 256 512
gravity 1
airfriction 0.2
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
effect TE_EXPLOSIONQUAD
notunderwater
count 32
type smoke
color 0x202020 0x404040
tex 0 8
size 12 12
alpha 32 32 64
velocityjitter 48 48 48
effect TE_EXPLOSIONQUAD
countabsolute 1
type decal
tex 8 16
size 48 48
alpha 256 256 0
originjitter 40 40 40
effect TE_EXPLOSIONQUAD
lightradius 350
lightradiusfade 700
lightcolor 4 2 8
effect TE_TAREXPLOSION
underwater
count 128
type bubble
tex 62 62
color 0x404040 0x808080
size 2 2
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
I need help merging Seven's "Small Mod Compilation"(SMC) with RocketGuy's "RQuake Team Cooperative"(Rquake). My goal is to add Sevens awesome Special effects such as (Gibbing, blood stains, torch lights, flies, etc) to RocketGuy & Lardarse's Rune Quake Team Cooperative Multiplayer modification.
Rquake and SMC both have their own "progs.dat" file which must be merged together into one file somehow so that quake reads it and uses both. My end goal is to record multiplayer demos that I already have stored on my PC, so this should not cause any conflicts of joining Rquake servers with mis-matched progs.dats. The progs.dat could be modfied to any desire as long as the demo replays succesfully.
As it stands now, with Rquake progs.dat the dead bodies disappear into the floor, there is no multi-skin/model support, and the only thing that works from Seven's SMC is the "effectsinfo" particle effects. The multi-skin does not work, the particle torches do not work, many things do not work.
I've messaged Cobalt and Seven for help doing this. If anyoen has some input as to how I might be able to merge Seven's content with Rocketguy's content please let me know. I could theoretically just send Seven the source for Rquake with the progs.dat and request that he add his special SMC progs.dat information to it, but it seems like that may become a lot of work that is unrelated to his mod compilation project.
Thanks for any input anyone in the community has to offer me.
Thank you.
TV
Fixed:I'm using Seven's Small mod compilation 3.8 and the included effectsinfo.txt (that I assume is packed into the .pk3 somewhere). I like the looks, but it's missing the smoke that fades slowly after a rocket explosion.
In my old effectsinfo.txt I would like to find the bits that are related to creating that smoke and just add it Seven's newest effectsinfo that is in the SMC 3.80 .pk3.
Would anyone please point me to which section makes the smoke cloud appear for about 5-10 seconds and slowly fade away after the grenade or rocket explode, and let me know if I can just add that section to the sMC effects. I also want the burnt marks on the floor left-over from the explosion too. the decals.
Thank you
Edit: Also I cant get the fog to work or rain/snow on the modified RQ coop levels. I think the only things that changed when i added Sevens SMC 3.80 pk3 were the blood splatters, the sound the knight makes, and all the particle effects. This is playing back cooperative custom map play, not single player (for which smc works fine).
I'm looking to make a nice video, so I would like for these effects to work. I nearly racked my brain trying to get snow to work one day.
effect TE_EXPLOSION
underwater
count 128
type bubble
tex 62 62
color 0x404040 0x808080
size 2 2
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
effect TE_EXPLOSION
notunderwater
count 128
type spark
color 0x903010 0xFFD030
size 1 1
alpha 0 256 512
gravity 1
airfriction 0.2
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
effect TE_EXPLOSION // this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time
notunderwater
count 192
type smoke
color 0x901000 0xFF3010
size 10 10
alpha 32 16 64
bounce -1
tex 0 8
airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
liquidfriction 0.8
lighttime 0
velocityoffset 0 0 0
velocityjitter 256 256 256 // wie schnell der Rauch sich verteilt
effect TE_EXPLOSION // this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
notunderwater
count 96
type smoke
color 0x202020 0x404040
tex 0 8
size 12 12
sizeincrease 1
alpha 0 32 2 // war urspr�nglich 0 32 1 3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
bounce -1
lighttime 0
airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
liquidfriction 1
velocityjitter 64 64 64 // wie schnell der Rauch sich verteilt
effect TE_EXPLOSION
countabsolute 1
type decal
tex 8 16
size 48 48
alpha 256 256 0
originjitter 40 40 40
effect TE_EXPLOSION
lightradius 350
lightradiusfade 700
lightcolor 4 2 0.5
effect TE_EXPLOSIONQUAD
underwater
count 128
type bubble
tex 62 62
color 0x404040 0x808080
size 2 2
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
effect TE_EXPLOSIONQUAD
notunderwater
count 128
type spark
color 0x903010 0xFFD030
size 1 1
alpha 0 256 512
gravity 1
airfriction 0.2
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
effect TE_EXPLOSIONQUAD
notunderwater
count 32
type smoke
color 0x202020 0x404040
tex 0 8
size 12 12
alpha 32 32 64
velocityjitter 48 48 48
effect TE_EXPLOSIONQUAD
countabsolute 1
type decal
tex 8 16
size 48 48
alpha 256 256 0
originjitter 40 40 40
effect TE_EXPLOSIONQUAD
lightradius 350
lightradiusfade 700
lightcolor 4 2 8
effect TE_TAREXPLOSION
underwater
count 128
type bubble
tex 62 62
color 0x404040 0x808080
size 2 2
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
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