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Member 97 posts
Registered: Jan 2006
plz someone convince fte coders to fix their avi capturing, i'm sick of seeing this and not being able to use it for a movie.
bE
Member 810 posts
Registered: Jan 1970
so when does the client that people use for online gaming have this kind of gfx available on them?
Member 355 posts
Registered: Jun 2006
so when does the client that people use for online gaming have this kind of gfx available on them? You can use FTE for playing. http://www.fteqw.com/ You just have to remember that you can't just use a config from another client.
Member 85 posts
Registered: May 2006
plz someone convince fte coders to fix their avi capturing, i'm sick of seeing this and not being able to use it for a movie.
bE coders..? ;p yes spike plsplsplspslslspslsplspls ;D~
Member 1754 posts
Registered: Jan 2006
so when does the client that people use for online gaming have this kind of gfx available on them? You can use FTE for playing. http://www.fteqw.com/ You just have to remember that you can't just use a config from another client. but weapon/teamsay-aliases can be inserted, I've tried to play with FTE, it works ok but the shaft is too weird
Member 355 posts
Registered: Jun 2006
so when does the client that people use for online gaming have this kind of gfx available on them? You can use FTE for playing. http://www.fteqw.com/ You just have to remember that you can't just use a config from another client. but weapon/teamsay-aliases can be inserted, I've tried to play with FTE, it works ok but the shaft is too weird I meant that you cannot just take an EzQuake or FuhQuake config and use it for FTE. You can use the binds and normal aliases but a fair amount of CVARs differ.
Member 1754 posts
Registered: Jan 2006
I know what you meant was just pointing that out
Member 188 posts
Registered: Jan 2006
damn peznus, used my bE :<<<<<<
Member 1754 posts
Registered: Jan 2006
you're not the owner of it mech, stop fooling around! go play quake
Member 188 posts
Registered: Jan 2006
i dont play it, i capture it :E
Member 1754 posts
Registered: Jan 2006
then go capture!
Member 215 posts
Registered: Mar 2006
i remember i used to love the old fuhquake trail that was taken out after version 0.26 i think and i have been wanting to remake it for a while but honestly its been so long i dont remember much else than it had a white line down the center so i finally tried to remake it but can someone tell me what it was like exactly and if this is close? It Takes A Tough Man To Make A Tender Rocketjump
Member 1102 posts
Registered: Jan 2006
Member 215 posts
Registered: Mar 2006
alright i found a QMB screenshot (since thats where fuhquake took its particle effects) and did some tweaking. yep completely copied qmb. this is better newrock5-qmbstyle.cfg newgren2-qmbstyle.cfg It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
i've done some fog that adds alllot of effect to the game specially singleplayer it doesnt appear everywhere only over ground that is under a sky It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
messin with some more stuff! preview video it here: http://www.youtube.com/watch?v=9NAWzd_yPqA It Takes A Tough Man To Make A Tender Rocketjump
Member 1026 posts
Registered: Feb 2006
hahaha.. great stuff man only thing i dislike is the textures you're using.. they look pretty artificial
Member 215 posts
Registered: Mar 2006
true true, im about to check out a 1GB texture pack from Rygel w/ bumpmapping etc etc =) http://www.quakesrc.org/forums/viewtopic.php?t=6905&start=0 supposedly hes making more updates too It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
a new rockettrail called graffiti: to the 4 other ppl who use fte: try it out...lemme know.. ;] It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
lol @ me downloading adobe premiere2 It Takes A Tough Man To Make A Tender Rocketjump
Member 27 posts
Registered: Jan 2007
what if u made a "package" for us newbies. All these cfgs are just too much for a newbie like me, and so far i think ive pressed the max out of ezquake Like an unpack and it works package Would appreciate it
Member 84 posts
Registered: Jan 2006
Hope they add decals and customizable particles in ezQuake soon, that'd be "THE SHIT"! And on top of that put jogi's camquake into it the mix and we're good to go.
Member 215 posts
Registered: Mar 2006
dear w1ckz Downloads: Combined config containing all of the newest effects here: HAZE CONFIG (right click: save as) rain & snow, older effects, and extras are NOT included in haze.cfgCombined Zip file containing all of the required textures here: TEXTURESAll textures must go in id1/textures/particles/All configs must go in id1/It Takes A Tough Man To Make A Tender Rocketjump
Member 27 posts
Registered: Jan 2007
dear w1ckz Downloads: Combined config containing all of the newest effects here: HAZE CONFIG (right click: save as) rain & snow, older effects, and extras are NOT included in haze.cfgCombined Zip file containing all of the required textures here: TEXTURESAll textures must go in id1/textures/particles/All configs must go in id1/okay i see it working now ( the rockettrail and teleporter ) but ezquake with 24bit textures+models still looks alot better?
Member 715 posts
Registered: May 2006
purplehaze:
Where do you find bump-textures? Or do you get FTE to calculate bump automatically? ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
The particles look nice, except for a few things: The flames on e1m2 are too big. The rockettrail is too darkred (looks like blood). The grenadetrail is rather too wide. Other than that, nice work Edit: Oh yeah, and add nailtrails! ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
thanks molgrum. i prefer to use user-created bump textures, i have found some from a variety of sources. QRP released a dm6 package of bump textures a while back. http://facelift.quakedev.com/download/qrp-dm6-bump-textures-sep2004.zip tenebrae and industri also come/have add-on bump textures that you may grab at your own discretion! ( i cant find the link for the add-on pack any more) http://industri.sourceforge.net/ http://tenebrae.sourceforge.net/index.php
i've also borrowed some from other sources here and there over the years which i dont remember. but alot of the time i just have fte create the bumpmaps using r_loadlit "2" gl_bump "1"
i dont have time now but i will check out what you said for suggestions and see what i can come up with. thank you! It Takes A Tough Man To Make A Tender Rocketjump
Member 20 posts
Registered: Jul 2007
there is no way you play with that in a match/pug. haha. looks good though,
Member 715 posts
Registered: May 2006
I use this particle set I made for gameplay, the SG/SSG particles are pretty unmodified from the original spikeset.cfg: Shotgun: Nailtrails (abit hard to see, look close): Grenade trail: Rocket trail: Explosions: Lightning: Download here---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 1026 posts
Registered: Feb 2006
i see it still has those bugs with fonts and transparency
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