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Client Talk
2006-03-21, 19:40
Member
76 posts

Registered:
Jan 2006
Does anybody know the exact color values for water, lava and teleport in fuhquake with r_fastturb 1? I need them to use them in ezquake.
2006-03-21, 21:20
Member
1011 posts

Registered:
Feb 2006
as far as I remember, fuhquake bases the colour on the texture that was originally there

data = (byte *) &d_8to24table[*((byte *) mt + mt->offsets[0] + ((mt->height * mt->width) >> 1))];
tx->colour = (255 << 24) + (data[0] << 0) + (data[1] << 8) + (data[2] << 16);

as such they vary per map, per texture...

i'd be suprised if ezquake didn't have an option to have fuh default style though (rather than overridding with custom)
2006-03-21, 21:27
Member
1011 posts

Registered:
Feb 2006
nope looks like you can't have old fuh style in ezquake, the if statements for slime/water/tele customisation override the default of using the afformentioned texture colour approximate

if (strstr (fa->texinfo->texture->name, "water" || strstr (fa->texinfo->texture->name, "mwat") {
col = StringToRGB(r_watercolor.string);
}
else if (strstr (fa->texinfo->texture->name, "slime") {
col = StringToRGB(r_slimecolor.string);
}
else if (strstr (fa->texinfo->texture->name, "lava") {
col = StringToRGB(r_lavacolor.string);
}
else if (strstr (fa->texinfo->texture->name, "tele") {
col = StringToRGB(r_telecolor.string);
}
else {
col = (byte *) &fa->texinfo->texture->colour;
}
glColor3ubv (col);

it would make sense to have the option i would think
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