|
|
|
Member 21 posts
Registered: Apr 2007
Member 20 posts
Registered: Nov 2008
I know, its beautiful.
Member 226 posts
Registered: Jun 2006
Member 2 posts
Registered: Jan 2009
Member 39 posts
Registered: Feb 2009
Administrator 887 posts
Registered: Jan 2006
#781 otto: can I try your hud config? me likes. you can find me in #druidz.qw on irc Join us on discord.quake.world
Member 9 posts
Registered: Jun 2006
Just made this recently, just trying to be minimal.
News Writer 309 posts
Registered: Sep 2006
Otto - pls post your HUD cfg. It looks nice Are there special icons for your weapon names (RL, LG etc), ort is it just proper configuration ?
Member 3 posts
Registered: Apr 2009
Member 19 posts
Registered: Sep 2006
Member 6 posts
Registered: May 2009
Where did you get that shaft beam? Is it part of nQuake? I'm still stuck with the old one, looks horrible.
Member 228 posts
Registered: Mar 2007
Where did you get that shaft beam? Is it part of nQuake? I'm still stuck with the old one, looks horrible. gl_lightning "1" ?
Member 6 posts
Registered: May 2009
Where did you get that shaft beam? Is it part of nQuake? I'm still stuck with the old one, looks horrible. gl_lightning "1" ? Doesn't work for me. Still same old beam. Just recently installed nQuake and things seem a bit funny. At first my shaft beam was different randomly. Maybe I was fiddling with the eyecandy settings, not sure anymore. And my custom .pk3 files won't load at all for some reason so I have to extract them instead. Kind of weird. Tried different folders and removing the default ones. Sorry to be off topic like this. Anyway, gl_lightning 1 was already set and still same old one was used.
Administrator 1864 posts
Registered: Feb 2006
Anyway, gl_lightning 1 was already set and still same old one was used. With "same old one", do you mean the bolt model? To get the good looking particle shaft, after setting gl_lightning 1, you need to play around with these settings gl_particle_trail_* Especially gl_particle_trail_detail, set it to 100 or something. Also gl_particle_trail_width is good to look at too, but try different settings of all gl_particle_trail_* -This will however have no effect if you are still using the bolt model.
Member 6 posts
Registered: May 2009
Anyway, gl_lightning 1 was already set and still same old one was used. With "same old one", do you mean the bolt model? To get the good looking particle shaft, after setting gl_lightning 1, you need to play around with these settings gl_particle_trail_* Especially gl_particle_trail_detail, set it to 100 or something. Also gl_particle_trail_width is good to look at too, but try different settings of all gl_particle_trail_* -This will however have no effect if you are still using the bolt model. I take it that bolt model is the actual beam? Yes, then I mean the bolt model. I'm seeing the old beam for the shaft. Noticed that I had the new beam when I executed bot_4on4. But sometimes when I do, I would still have the old one. Not sure if I had the new this time because I was trying out those variables you said. None of them worked anyway, and I set everything back to normal. I did however manually execute the eyecandy.cfg and higheyecandy.cfg. I think that's what caused it. Also, the skins for all bots would be the base.pcx with default colors when executing those cfgs even if they join red team or whatever. Really bugs me. ----------------- *Edit* I solved the beam issue. It was the smackdown ruleset causing the beam to not work. The gl_lightning_sparks 1 doesn't work in ezQuake normal ruleset though right? Oh, and the models for the lightning beam between the two small pins on the shaft. Is that the bolt2.mdl? Any setting to change that one? Oh, and I should maybe post pics of my setup. Nothing special, just some models from DP and hud from Ruohis. I think the models in DP are Ruohis too? He rules anyway! =) http://bayimg.com/kapflAabg http://bayimg.com/kAPfnaABG Thanks for all the help. =)
Member 25 posts
Registered: Jun 2006
Member 52 posts
Registered: Feb 2008
Administrator 1864 posts
Registered: Feb 2006
nice clean setup rex, did you make the dm4 textureset yourself?
Member 52 posts
Registered: Feb 2008
Nah I dled it from the maps section at http://gfx.quakeworld.nu/
if anyone knows anything about making my hud look like primes hud then I could be extremley happy..
Member 252 posts
Registered: Dec 2006
Rex, just find him on IRC and ask him for the config, hes at #quakeworld on quakenet right now 'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin 'i watched sting once very boring and not good at all' (tm) mz adrenalin [i]'i shoulda won all
Member 121 posts
Registered: May 2006
Member 357 posts
Registered: Nov 2008
"the quieter you become, the more you are able to hear"
Member 357 posts
Registered: Mar 2006
Nice SS! R_BLOOM 1 foo!
Member 50 posts
Registered: Jul 2009
Member 3 posts
Registered: Oct 2006
Member 401 posts
Registered: Mar 2006
Quake 3
Member 357 posts
Registered: Nov 2008
dab: your quakeworld becomes more ugly every day... like mine "the quieter you become, the more you are able to hear"
Member 50 posts
Registered: Jul 2009
lol time, more changes now
Member 357 posts
Registered: Nov 2008
btw somebody know why i have the 'weird pixels' in my sshots? for example around the lightning beam in my last sshot? "the quieter you become, the more you are able to hear"
Member 64 posts
Registered: Jan 2009
Time: Probably due to jpeg compression.
|
|
|
|