General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12549123 views, last view: 11/05/2024 09:09 |
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for questions, announcements etc.
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#11739: Gaucamole Textures |
by BionicCryonic
on 02/28/2009 19:27
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I've been fooling around with textures, but I've no yet figured out how to import them from place to place. If you'll look in your sauerbraten folder, then go to {sauerbraten/packages/aard/boxtex}, you'll find some special textures. I've been trying to import them into a map for about an hour now, and I haven't had any success. If anyone can help, it would be appreciated.
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#11740: Adding a decal... |
by crank
on 02/28/2009 20:13
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So I have been messing around with the source lately and was wondering if someone could help me out with some theory (i'm not asking for code so I can copy and paste).
In most FPS games when you shoot the wall a 2D sprite appears then fades to show that debris came out of the wall due to impact. Sauerbraten has like a little fireworks explosion that appears so I tried making a decal alternative. I made a decal with a transparent background and added the new decal enum etc, works fine.
Question 1. What would be the BEST way to achieve the look i'm going for? (looking for general input).
Question 2. Can anyone elaborate on the following identifiers and what they do? (they are optional parameters for the decalrenderer function.)
DF_RND4
DF_ROTATE
DF_INVMOD
DF_OVERBRIGHT
DF_ADD
Question 3. Will alpha work with a decal? I don't want the sparks to take the color of the scenery. If not, whats the alpha color key?
Thanks in advanced.
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#11741: Re: Adding a decal... |
by crank
on 02/28/2009 20:19, refers to #11740
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Actually, sorry for this, but right after posting I got some pretty cool results. I also figured out that DF_RND4 chooses it randomly from 4.
If anyone is interested in what I ended up with...
http://img156.imageshack.us/my.php?image=decals.png
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#11742: Re: Adding a decal... |
by SheeEttin
on 02/28/2009 20:36, refers to #11740
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Cube 2 DOES have a little decal when you shoot something...
http://s5.tinypic.com/25a3zmt.jpg
Not sure what you're trying to accomplish.
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#11743: Re: Adding a decal... |
by crank
on 02/28/2009 21:10, refers to #11742
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That is a marker on the wall, I still have this. I am trying to REPLACE the particle shower with a decal like most FPS's.
I guess i'm trying to achieve something of this sort, except not to this extent. This is of course a particle emission but I have no idea how to do it lol. So I am trying it with a decal, perhaps an animated one.
http://images.totalgamingnetwork.com/images/hurricane_9-29_3.jpg
So when the bullet strikes the surface, two decals should appear. One momentarily, one will stay on the surface.
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#11744: Materials |
by BionicCryonic
on 03/01/2009 01:17
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What do the noclip and aiclip do? Thanks in advance.
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#11745: Re: Materials |
by mrpiddly
on 03/01/2009 01:28, refers to #11744
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Noclip basically removes player collision detection, one pass through geometry which is surrounded by noclip.
Aiclip is clip for the Ai. It acts sort of like an invisible wall which the "monsters" can not pass through.
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#11746: Re: Materials |
by mrpiddly
on 03/01/2009 01:33, refers to #11745
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*Previous post should read
Noclip removes player collision detection, players and monsters can pass through the geometry which is surrounded by noclip.
Aiclip is clip for the Ai. It acts like an invisible wall which the "monsters" can not pass through. (it will not affect the player)
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#11747: Re: Adding a decal... |
by SheeEttin
on 03/01/2009 04:46, refers to #11743
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So just change the "spark shower" effect to one that has more "energy".
You'd probably be better off using a particle effect for the sparks than a decal...
Just make a particle effect happen where the shot hits a wall. There already is an effect, just change it.
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#11748: Linux noob question alert! |
by SuperGeek
on 03/02/2009 05:18
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Ok, ok, this is my first time using a Linux O/S. I'm running Ubuntu, and....
How the hell do I set it up? I've extracted the files and all, but there's no specific 'setup' file to click on. Yea, I'm a noob. Now help me!
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#11749: Re: Linux noob question alert! |
by c0rdawg
on 03/02/2009 05:39, refers to #11748
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You're done. Once you extract it just run the script, sauerbraten_unix and go frag.
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#11750: Message censored by administrator |
by SuperGeek
on 03/02/2009 06:08
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#11751: Er.... |
by SuperGeek
on 03/02/2009 06:08
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Sorry, it ain't working. Doesn't run. Do I need to use the terminal?
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#11752: Re: Er.... |
by Hirato Kirata
on 03/02/2009 06:43, refers to #11751
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the terminal would allow you to see what's up, but there's three posilibities
1. the script doesn't have execution permissions, or the files in bin_unix/ don't
2. you're missing sdl files, namely sdl, sdl_image and sdl_mixer
3.you don't have proper GLX drivers installed for your chipset.. ubuntu has a few wrapper scripts to set that up for you, searching ati envy or nvidia envy should result in those scripts
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#11753: .. |
by K1P57A
on 03/02/2009 12:18
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@ Commodore-Freak
Open your system preferences, go to Displays, Then when you see the two screens next to each other grab the top navigation bar on the top of the screen and move it to the screen you whish to be your main screen.
Tadaa now it should work
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#11754: Mesh Collision |
by Goober
on 03/03/2009 21:53
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Does anyone have any idea where I'd start coding mesh collision into Sauerbraten? I've been told that it won't be in the official release, but I am in need of mesh collision (via low poly collision mesh versions of map models) for a custom project.
Anyone know where I'd start?
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#11755: Re: Mesh Collision |
by a~baby~rabbit
on 03/03/2009 23:23, refers to #11754
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If you search on this forum for "mdltricollide" you'll find that at one stage (2007) this sort of code did exist in sauerbraten cvs... Though I couldn't say whether it's a good starting point for your needs.
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#11756: wth are these |
by Idon'tneednousername
on 03/05/2009 02:03
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well I just checked out the svn expecing to find so half way good hudguns only to find THIS
http://i40.tinypic.com/2urqvxw.jpg
I mean come on you talk of polish and makeing it look less like a tech demo
Square shot gun ??? it don't even look like a shot gun.. wth
the rest of the NEW hudguns are not any better
(user404 wonders why the models get worse and worse with every release)
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#11757: This is terrible |
by Eggbert
on 03/05/2009 04:57
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How is it that I'm always the sucker who gets banned when some other dick screws up a map in edit mode?
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#11758: Re: wth are these |
by Maxime -Max of S2D- Lebled
on 03/05/2009 07:05, refers to #11756
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What the heck
They don't even look textured.
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