RaZgRiZ | 2010-01-03 18:06
Simple commands
16
points ]
 (7 votes)

I think the whole page needs simple commands such as [url][/url], [img][/img] etc to make things easier to format. I've been here for so long i i really don't even now how to make the bold! we need bb-code

Dvorakk | 2010-01-02 19:46
ac_north
6
points ]
 (1 vote)
North by Dvorakk and Krizzlybaer
ac_north
ac_north.zip (11.21 KB)
RaZgRiZ | 2010-01-01 18:58
Black & White
14
points ]
 (5 votes)
A set of icons to use with the Mono theme
Black & White
b&w.zip (46.62 KB)
Kretren | 2010-01-01 17:36
moving textures along the pixel parameter
13
points ]
 (7 votes)

Yes, I have more problems. We already knew that.

Today's problem: I'm working with textures that are shifted along the x/y axis.

Here's an example of some of it that works:

setshader bumpspecmapworld
setshaderparam "specscale" 4 4 4

texture 0 "philipk/pk01_pan_wall02a1_d.jpg" 1
texture n "philipk/pk01_pan_wall02a_local.jpg" 1
texture s "philipk/pk01_pan_wall02a_s.jpg" 1

texture 0 "philipk/pk01_pan_wall02a1_d.jpg" 1 64
texture n "philipk/pk01_pan_wall02a_local.jpg" 1 64
texture s "philipk/pk01_pan_wall02a_s.jpg" 1 64

Here, the 256x128 texture was flipped to be 128x256, and then shifted 64 pixels on the x-axis.

So in theory, I know what I'm doing. However, I screwed up here, inexplicably:

setshader bumpspecmapparallaxglowworld
setshaderparam "specscale" 4 4 4

texture 0 lunaran/light_fifty1_d.jpg 0 0 64
texture n lunaran/light_fifty1_local.jpg 0 0 64
texture s lunaran/light_fifty1_s.jpg 0 0 64
texture g lunaran/light_fifty1_g.jpg 0 0 64
texture z lunaran/light_fifty1_h.jpg 0 0 64

This is a 64x128 texture that was NOT flipped, and is therefore shifted on the y-axis.

Any thoughts?

jonlimle | 2010-01-01 09:32
Dust skybox By: jonlimle
9
points ]
 (1 vote)
Dust skybox By: jonlimle
Dust skybox By: jonlimle
dust.zip (1.26 MB)
jonlimle | 2010-01-01 07:39
surreal skybox by: jonlimle
19
points ]
 (2 votes)
surreal skybox
surreal skybox by: jonlimle
surreal.zip (1.64 MB)
Redon | 2009-12-31 23:07
Managing Material-Slots
10
points ]
 (1 vote)

I'm picking up the idea of the "Damage Volumes" thread because I had an idea before. I thought it's better to make a new topic since this idea goes a bit deeper than just a comment in the other thread.

I guess there are many who wanted to have a hurt-material, so it isn't a new idea. When I wanted to use it, I thought that if there was a hurt-material, there would be other martial requests because people come up with more than that.

So basically, this is just a concept idea and nothing like a perfected suggestion.
What if the materials weren't preset, but they would work like textures. There would be a default material-configuration, and the possibility to create your own map-specific material configuration in the map cfg file (after using materialreset, similar to texturereset).
The player could give every material a name and define its functions, for example how much damage it causes, if it's clipped, if it's water, lava or air, the color it has and so on. It would allow you to easily merge two materials like water and death. I'm aware that it's already possible to add two materials in the same area, but it would be a lot simpler and less confusing to not have two overlapping materials, but a self defined "water-death" material (or however you want to call it in your cfg).

It could also be possible to make the material execute a row of commands, for example kill the player after or keep damaging him during a certain amount of time, or make him drop the flag - it would be up to every mapper to create his own materials.

The water, air, noclip and other commands would be replaced by something like /addmaterial [slotnumber], and the material menu would adapt itself to the material configuration, i.e. adding a guibutton with the chosen name of the material that adds it to the map.

I realise that most likely there won't be someone who's implementing all this because I suggested it, it's rather just an idea that you can think about and leave a comment if you want.

skiingpenguins | 2009-12-31 21:30
Tropic
70
points ]
 (13 votes)
Tropic Skybox
Tropic
tropic.zip (1.05 MB)
Dvorakk | 2009-12-31 20:43
ac_petrolplant
5
points ]
 (1 vote)
Kretren | 2009-12-30 22:10
Making mapmodels transparent
6
points ]
 (2 votes)

How would I go about making certain mapmodels transparent, so that you can fall through them? Materials (noclip) don't work, nor does md3noclip.

The specific example is the mapmodel vegetation/tree09. I want the trunk part to become transparent, so I typed md3noclip bark 1, thinking this would have the same effect as it did to leaves.

I have no knowledge of mapmodels either, so that's all I thought to do. Any thoughts?

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