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News Writer 309 posts
Registered: Sep 2006
Well, I don't see the backpack icon in the pack. Are you sure that you put it in it? (I removed the old bmodels and models folders from your previous project and placed the pack file in ID directory as instructed)
Member 312 posts
Registered: Jun 2006
hmmm, dunno why but backpack seems not working Simple HUD icons released! ScreenshotDownload
Member 1435 posts
Registered: Jan 2006
backpack is disabled, same as eyes and maybe some more
Member 344 posts
Registered: Apr 2007
backpack is disabled, same as eyes and maybe some more aww too bad, we could of had a giant eyeball like this
News Writer 309 posts
Registered: Sep 2006
I think the ring works just fine. Enable the backpack though
Member 132 posts
Registered: Mar 2006
Backpack simpleitem texture is allowed since now (but not with ruleset smackdown). Mine do no spaek engrish!
News Writer 309 posts
Registered: Sep 2006
I still can't make it work, even though the ruleset smackdown command is off.
Member 132 posts
Registered: Mar 2006
I still can't make it work, even though the ruleset smackdown command is off. Compile ezquake 2.0 alpha from SVN trunk or download nightlybuild with revision number >= 4072. Mine do no spaek engrish!
Member 84 posts
Registered: Jan 2006
What's up with the ezquake SVN repository? I can only see the Sourceforge top bar in IE and Opera
News Writer 309 posts
Registered: Sep 2006
Yes, with ezq 4072 everything now operates fine.
Member 132 posts
Registered: Mar 2006
PrimeviLCan you make alternative to tour simpleitems pack, without transparent ammo boxes/health circles, like ? Mine do no spaek engrish!
Member 357 posts
Registered: Mar 2006
backpack is disabled, same as eyes and maybe some more If sprites are truly affected by light then you wont have glowing backpacks... void R_DrawSpriteModel (entity_t *e) { vec3_t point, forward, right, up; mspriteframe_t *frame; msprite_t *psprite; extern void R_SetupLighting (entity_t *ent); float out[3], l; extern float shadelight, ambientlight;
R_SetupLighting(e); l = ((shadelight + ambientlight) / 256); out[0]=out[1]=out[2]= 0.99609375;
// don't even bother culling, because it's just a single // polygon without a surface cache frame = R_GetSpriteFrame (e); psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls AngleVectors (currententity->angles, forward, right, up); } else if (psprite->type == SPR_FACING_UPRIGHT) { VectorSet (up, 0, 0, 1); right[0] = e->origin[1] - r_origin[1]; right[1] = -(e->origin[0] - r_origin[0]); right[2] = 0; VectorNormalize (right); } else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) { VectorSet (up, 0, 0, 1); VectorCopy (vright, right); } else { // normal sprite VectorCopy (vup, up); VectorCopy (vright, right); }
GL_Bind (frame->gl_texturenum);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); VectorScale(out, l, out);// lower lightlevel in shade
glColor4f(out[0], out[1], out[2], 1);
glBegin (GL_QUADS);
glTexCoord2f (0, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->left, right, point); glVertex3fv (point);
glTexCoord2f (0, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->left, right, point); glVertex3fv (point);
glTexCoord2f (1, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->right, right, point); glVertex3fv (point);
glTexCoord2f (1, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->right, right, point); glVertex3fv (point); glEnd (); glColor4f(1,1,1,1); }
Member 76 posts
Registered: Oct 2009
original transparent icons are really nice. i did some tests with just filling empty space, but the results were poor - the small extra border + non filled shilouettes were looking terrible, so i decided to fill it. Result of my work. http://gfx.quakeworld.nu/details/317/ Credits goes to PrimevilL
Member 132 posts
Registered: Mar 2006
Mine do no spaek engrish!
Member 132 posts
Registered: Mar 2006
PrimeviL Any chances to see your lightning gun (v_ and g_) and super nailgun (g_) textures? Mine do no spaek engrish!
Member 312 posts
Registered: Jun 2006
Hello all, i did'nt come here for a long time ;] To begin, here is an alternative skin for the Grenade launcher from Plague: Click on the screenshot for downloading the file@ AAS: Probably one of these days
Member 370 posts
Registered: Mar 2008
Very nice skin, thanks .
Member 215 posts
Registered: Mar 2006
It Takes A Tough Man To Make A Tender Rocketjump
Administrator 1864 posts
Registered: Feb 2006
Click on the screenshot for downloading the file The GFX site want your contributions!
Member 344 posts
Registered: Apr 2007
yeah, its about time we see some new gfx from you! very nice! still waiting on that quaddama skin =)
Member 312 posts
Registered: Jun 2006
Yo guys ! I'm working on new texture's pack based on HL˛ theme : More screens here...
News Writer 309 posts
Registered: Sep 2006
Member 51 posts
Registered: Oct 2011
Very nice, will there be colour variations?
Administrator 1864 posts
Registered: Feb 2006
Hehe, very nice PrimeviL
Member 312 posts
Registered: Jun 2006
Thx Zalon =) Matuka, not sure about variations yet. DM6 realeasedBest with r_drawflame, gl_lumatextures and gl_loadlitfiles set to 0 Others maps coming soon...
Administrator 1864 posts
Registered: Feb 2006
http://gfx.quakeworld.nu - Please?
Member 312 posts
Registered: Jun 2006
Zalon : I will upload the pack to gfx.qw when it will be a bit more complete Pack updated with DM4 and ZTNDM3 : download
Member 29 posts
Registered: Apr 2007
mirrors edge in qw [ http://dc.quakeworld.pl Demolition Crew: Member ][ http://quakeworld.pl Dev & Admin ][ http://forum.quakeworld.pl Moderator ]
Member 132 posts
Registered: Mar 2006
PrimeviL Dear sir, may I kindly ask you to FINISH WEAPON TEXTURES!!1
PS Great map textures Mine do no spaek engrish!
Member 344 posts
Registered: Apr 2007
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