Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

additional TE_* types in defs.c ?? Goto page 1, 2 Next

| Inside3d Forums Forum Index -> QuakeC Programming

View previous topic :: View next topic
Author | Message
--- | ---
dayfive Joined: 10 Nov 2006 Posts: 77 |

Posted: Fri Nov 10, 2006 9:54 pm Post subject: additional TE_* types in defs.c ?? |

recently i was getting back into the art of making QUAKE1 mods... it had been my dream for some years to create a total conversion using the Quake engine, but I never got around to it... well now it's 10 years later and I haven't grown one bit tired of the game!
i was poking around editing some QuakeC source to realize my ambition of making a Megaman X themed total conversion, when I got to thinking -
is there any way to extend the mechanism for TE_ types in defs.c?
Lines like this are what I mean

Code:
float TE_SPIKE = 0; float TE_SUPERSPIKE = 1; float TE_GUNSHOT = 2; float TE_EXPLOSION = 3; float TE_TAREXPLOSION = 4;
float TE_LIGHTNING1 = 5;
float TE_LIGHTNING2 = 6;
float TE_WIZSPIKE = 7;
float TE_KNIGHTSPIKE = 8;
float TE_LIGHTNING3 = 9;
float TE_LAVASPLASH = 10;
float TE_TELEPORT = 11;

or other things that are "referenced in C code". I have the source code for various engines, including tyr-quake Linux, darkplaces Linux/OSX, and Axel Wefers' GLQuake on OSX but I can't find any reference to these types of variables!
the idea is to make a completely new set of types without overwriting the existing Quake engine parameters, but I'm not sure if that's possible!
Here's what I've been working on so far, just messing around
http://harbl.humblefool.net/megamanx-quake.zip
here's a couple pics of the arm model in darkplaces
map fiendspike
r_fullbright 1
map fiendspike
r_fullbright 0
any help appreciated[/code]

Back to top |

FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Fri Nov 10, 2006 10:02 pm Post subject: |

What kind of help are you looking for exactly, excepting the title of the thread I didn't really see a question. New temporary entities are indeed possible, and quite a few new ones are added in Darkplaces (see & add dpextensions.qc). You will obviously need to alter the engine to add or change whatever you need.
If you're asking why the two screenshots look so different from one another, it is because the Quake engine gets model lighting from the lightmap on the floor. There is no floor and thus it is considered full-dark.

Back to top |

dayfive Joined: 10 Nov 2006 Posts: 77 |

Posted: Fri Nov 10, 2006 10:17 pm Post subject: |

FrikaC wrote:
What kind of help are you looking for exactly, excepting the title of the thread I didn't really see a question. New temporary entities are indeed possible, and quite a few new ones are added in Darkplaces (see & add dpextensions.qc). You will obviously need to alter the engine to add or change whatever you need.
If you're asking why the two screenshots look so different from one another, it is because the Quake engine gets model lighting from the lightmap on the floor. There is no floor and thus it is considered full-dark.

sorry, yes I was asking about temporary entities.
the purpose of the screenshot is to show what I have so far, in addition to offering a pak file with some altered QC and some maps.
basically what I would like to do is create a total conversion that has a new set of temporary entity types (in addition to several other types) so that i wouldn't have to write over (use) the quake 1 originals.
the question was indeed about temporary entities and the like.
how might one alter the engine (darkplaces or tyr-quake or other) to add these types of additional types?

Back to top |

Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sun Nov 12, 2006 2:08 am Post subject: |

there's a certain ammount that you can do yourself with imaginative use of the particle builtin. Alternativly, you can do some pretty amazing things with sprites if you're cunning enough (see some of cheepy's stuff). The downsides of these methods is that it either looks pants, or totally annihiliates any posability of internet play.
FTE and DarkPlaces both support customisable particle systems (though I admit I don't know much about DP's).
These particle systems allow you to customise existing effects so they suit your mod better. Alternativly they may (at least FTE does) allow you to register your own particle effect types, or just override specific uses of the particle builtin. This would allow you to make someone else support/maintain the engine for you, which is a _HUGE_ time saver.
If you wish to go for an existing engine with a lot of custom effects already, telejano probably has the most. And 90% are so increadibly specific to something that you'll never find a use for them. Darkplaces has several additional particle effects also. FTE had a customisable particle system earlier in it's development, so there are less additional specific tempentities (having said that, most of DP's are supported, they just don't have effects defined yet).
Plus it might help to use an engine with skyboxes.
Anyway, now that I've failed to get you to use an engine that someone else is responsible for, CL_ParseTEnt in cl_tent.c would be a good place to start looking. As well as in protocol.h for the defs (though that's less interesting).
_________________
What's a signature?

Back to top |

Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Sun Nov 12, 2006 2:59 am Post subject: |

Pertaining to what Spike said, yes, the dpextensions are exactly what you're looking for (I think?). For scriptable particle systems, Vr2 has one too. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

Back to top |

Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Nov 12, 2006 4:13 am Post subject: |

Darkplaces has scriptable particles too Not sure how flexible it is, but it dang sure covers the basics _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

Back to top |

xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Mon Nov 13, 2006 7:40 am Post subject: |

..damn got excited for a second there... Heard Megaman and automatically my mind jumped to thoughts of sidescrolling sprite goodness! ..I do very much love your idea! I just always saw it in quake as a side-scroller kind of like TAoV, but maybe with sprites instead of models...

Back to top |

RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Mon Nov 13, 2006 9:56 pm Post subject: |

xaGe wrote:
..damn got excited for a second there... Heard Megaman and automatically my mind jumped to thoughts of sidescrolling sprite goodness! ..I do very much love your idea! I just always saw it in quake as a side-scroller kind of like TAoV, but maybe with sprites instead of models...

Sprites look horrid, I've tried it already - it's better to stick to models as they don't look awkward when doing angle changing and zooming. Let's also not forget that models are setup in a more efficient way that they're easier to work with in Quake.
It could be done in sprites, I had a little mod with the Knight/Player sprite from Wizards and Warriors running around on a 2D Plane (long dead); it was hard to define a proper camera distance in order for the sprite to appear 'proper'; it's a lot of work.

Back to top |

dayfive Joined: 10 Nov 2006 Posts: 77 |

Posted: Tue Nov 14, 2006 12:13 am Post subject: |

xaGe wrote:
..damn got excited for a second there... Heard Megaman and automatically my mind jumped to thoughts of sidescrolling sprite goodness! ..I do very much love your idea! I just always saw it in quake as a side-scroller kind of like TAoV, but maybe with sprites instead of models...

i've actually been modelling it off of targetQ mod (side scrolling but still uses the .mdl's)
it would be much easier if someone had the source code for this mod (targetQ) to share so i don't have to reinvent the wheel!

Back to top |

dayfive Joined: 10 Nov 2006 Posts: 77 |

Posted: Tue Nov 14, 2006 12:16 am Post subject: |

dayfive wrote:

xaGe wrote:
..damn got excited for a second there... Heard Megaman and automatically my mind jumped to thoughts of sidescrolling sprite goodness! ..I do very much love your idea! I just always saw it in quake as a side-scroller kind of like TAoV, but maybe with sprites instead of models...

i've actually been modelling it off of targetQ mod (side scrolling but still uses the .mdl's)
it would be much easier if someone had the source code for this mod (targetQ) to share so i don't have to reinvent the wheel!

also if anyone is unfamiliar with targetQ, i put the -game dir up on teh harblnet
http://harbl.humblefool.net/targetQ.zip
unzip, put in quake folder, run ./quake -game targetQ, the usual, etc etc
so if anyone knows of the source code for this mod plz share!! or even techniques based on looking at and playing it would be helpful too

Back to top |

dayfive Joined: 10 Nov 2006 Posts: 77 |

Posted: Tue Nov 14, 2006 12:32 am Post subject: |

a few things i was wondering about, 1) how might you make the disappearing/reappearing brushes like in targetQ?? those were intrinsic to both the megaman x and original series! 2) how might it be possible to change the player skin based on what weapon is being carried, the idea is of course to have a different color associated with each respective weapon
i'd prefer not to use scriptable particle generation as i'm aiming for cross platform compatibility as well as assuming the player will not be using any particular engine - compatibility with the original quake engine (DOS) from id software is a must! if the particle generation can be done in QuakeC however, this would be preferred.
i take it you can't add any additional temporary entities by only using the progs.dat? even so i bet with a bit of clever manipulation of the existing types, it should be possible

Back to top |

RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Tue Nov 14, 2006 4:14 am Post subject: |

The Target Quake source code makes me vomit, I had it but I don't anymore. It's unreadable, messy, poorly organized, and I'm surprised it even worked. If you want a 2D side scroller, I highly recommend working off of "2DCam" a simple mod I released during an old QExpo; someone here possibly has the source code to it since I lost the mod on Circa1984; if you can't find it, you can base it off my 2D Side-Scroller CastleVania mod (probably a better option anyways). Just ask for it and I'll give you it.

Back to top |

Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Tue Nov 14, 2006 6:03 pm Post subject: |

If anybody has that 2Dcam source, I'd like to take a look at it _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

Back to top |

leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Tue Nov 14, 2006 8:30 pm Post subject: |

http://mancubus.net/~cheapy/lostmods/ren _________________

Back to top |

RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Tue Nov 14, 2006 9:12 pm Post subject: |

Thanks leilei. Time to get my mods I losted from Circa1984 and keep 'em in the bowls of my D drive

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> QuakeC Programming | All times are GMT Goto page 1, 2 Next
Page 1 of 2

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group