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Member 215 posts
Registered: Mar 2006
FTE is definitely not a client i use for playing serious games. and so my effects are not aimed at gameplay, they're generally tailored to spectating/movies/sexiness/craziness. and so i obviously recommend different particle effects for gameplay, which FTE already includes eg. r_particlesdesc "faithful" or r_particlesdesc "spikeset" molgrum, skinnier, shorter grenade trail gren3.cfgas for the rocket trail, you could try one of my alternative trails, in the Extras section at the very bottom of my first post in this thread. for the big torch, what i can do is insert small torches in their place instead, altho i think the big torches at their current size fit well overall throughout the maps: small big torch config: torchb.cfgand ill work on a nailtrail thanks It Takes A Tough Man To Make A Tender Rocketjump
Member 715 posts
Registered: May 2006
purplehaze: The new grenadetrail looks alot nicer, is it possible to make smoke come out of the grenade (even when it's not moving that is)? Would be awesome. The torch seems buggy: r_particlesdesc "torchb" -> i see no torches r_particlesdesc "haze;torchb" -> still no torches!? r_particlesdesc "spikeset;torchb" -> okay now i see the torches They look much nicer btw, but I'm not sure that I saw the same torch you wanted me to see ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
thank you for pointing that out. i did make a mistake in the torchb.cfg, its fixed now, please redownload. torchb.cfgi also tested what you said using the r_particlesdesc command, and i did notice some weird activity. sometimes the effects would work, other times nothing. what i would suggest instead is using the "exec torchb.cfg" command to test it, it worked every time for me that way. if you would like to always use torchb.cfg , an easy way to launch it would be to put "exec torchb.cfg" at the VERY BOTTOM of haze.cfg the more correct way would be to edit haze.cfg , deleting the old cu_flame code and then copying the new code from torchb.cfg in its place. this is what it looks like: It Takes A Tough Man To Make A Tender Rocketjump
Moderator 383 posts
Registered: Jan 2006
Wanna to try FTE. Who can share full setup? Effects, config, textures, models and so on? Would be good if it will be playable setup with around 300 fps on my 8600GTS. Thank you in advance.
Administrator 2058 posts
Registered: Jan 2006
i think you can dream on getting 300 fps with fte
Member 715 posts
Registered: May 2006
B1aze: Yeah it's fully playable, I get ~624 FPS with my particles, but I could probably reach 1000 FPS by some more tweaking though (haven't really looked into it). With the oldschool lego particles, I get 1000 FPS (capped @ 1000) and with the nice setup for specing I get ~336 FPS (so even that is playable ). I have an 8800GTS. You'll find some FPS presets in the .exe you can download from fQuake or the site (fQuake will probably give you textures, models, etc). If you place your textures you use with ez/fuh in qw/textures you can use them with FTE too, as well as md3-models. I'll soon put up my particles config in that post, I think I got some hosting now. My suggestion is to go to Options, click 286 FPS preset, write "r_particlesdesc molgrum", "cl_netfps 77" (for indep physics) and I like to have "gl_load24bit 1" as well because of my simple textures for items/weapons. Then you shoud have a nice FPS while having a setup suitable for gameplay. Edit: Whoops! I tested my particles with the debug-version of FTE, in the release version I get 1000 FPS (nice settings are still ~336 FPS though) ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
Got hosting for the .cfg, see the post. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Administrator 2058 posts
Registered: Jan 2006
do you have real time lighting and bump mapping turned on?
Member 715 posts
Registered: May 2006
Definitely not in gameplay, in spectating mode yes ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
any engine with realtime world lighting turned on is hardly playable. bumpmap and everything else, no problem. but i still wouldnt use fte for seriousplay. molgrum, for some reason i cant get nail trails to work, with your config , or my own. they simply dont' show up, but im wondering if its something in my quake settings.. im using fte 2770, i've tried in /qw using qwprogs.dat as well as progs.dat , ive tried ktpro, fortress, etc. and yes im looking closesly (fov 10) also, can't seem to get the grenade to release smoke when its not moving, i remember other engines doing this but i have no idea how to from the particles side of things, maybe u could have a stab at it, u seem to know how to make particles b1aze; textures and models - theres a ton of production going on, check out the forums for those downloads..fte can uses the same textures/models as any other engine. read my post at the bottom of the following thread for more tips on FTE eyecandy: www.quakeworld.nu/forum/viewtopic.php?id=442 if it was so easy to share "textures/models/particles/config" in one swift movement, im sure more ppl would play but i think were gettin there for example: http://gfx.qwdrama.com/ It Takes A Tough Man To Make A Tender Rocketjump
Moderator 383 posts
Registered: Jan 2006
I don't want spent a week to construct good FTE setup. FTE supports .md3 and other engines don't . So, i want setup with good .md3 of player, armors, weapons and so on. Probably i hear that FTE supports different type of textures too. Last time when i tried FTE i was failed to do ANY cfg. I can't change v_viewheigh, fov, simple tp binds and so on. So, thats why i asked for fully setup.
Member 715 posts
Registered: May 2006
You can port most of your ezQuake/FuhQuake config by downloading EzScript Plugin. Just place your ez/fuh config in /quake/fte/configs, place the plugin in /quake/fte/plugins and then cfg_load your_ez_or_fuh_cfg.cfg, then cfg_save your_fte_config.cfg And as I said, look at the Options menu, there are predefined FPS settings there. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
purplehaze: You need the server to have "sv_nailhack 1" for the trails to work, just write that and fire up a map at your localhost and it should work. I'll see what I can do about the grenades ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
I revamped some of my alternate rocket trails: Alternative Rocket TrailsIce blue trail - blue spiralConfig >here<Fire trail - blue spiralConfig >here<Soft blue trail - green+black marble spiralConfig >here<Smooth fire trail, red+orange+pink marble spiralConfig >here<Sparkling + fire core, orange trail w/ purple centerstreakConfig >here<Hot Grafitti TrailConfig >here<It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
molgrum: thanks sv_nailhack 1 worked; here's what i came up with so far: Nailgun trailConfig >here<lemme know what u think. It Takes A Tough Man To Make A Tender Rocketjump
Member 90 posts
Registered: Mar 2006
what texture sets are used in the screenshots on the first post? are they usable in ezquake?
Member 715 posts
Registered: May 2006
Xtife:
Yes EzQuake supports 24-bit textures, .png and .tga.
purplehaze:
Will check it out! ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 90 posts
Registered: Mar 2006
i know that ezquake supports those types of files, but there being used in FTE and i know FTE is a very different client, so i figured it would handle them in a different way
Member 215 posts
Registered: Mar 2006
Xtife: most of those textures will not work correctly with Ezquake, they use bumpmapping, a feature that adds depth to the texture making it look alot better. some are regular 24bit textures though. if u tell me what screenshot i can tell u which It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
Project-Qsomething new i'm working on Q's only! It Takes A Tough Man To Make A Tender Rocketjump
Member 357 posts
Registered: Mar 2006
particle trails are all Q images! That's Qrazy!
Member 950 posts
Registered: Apr 2006
Member 215 posts
Registered: Mar 2006
i've done some updating to my hazed fte particles. some major, some minor. try them in-game, they look 3x better =0 Teleporter config: teleport3.cfg Blood (will work in single/multiplayer) config: newblood.cfg Railgun Trail config: railtrail3.cfg Flame config: torch3.cfg Torch config: torch3a.cfg It Takes A Tough Man To Make A Tender Rocketjump
Member 215 posts
Registered: Mar 2006
i added underwater trails for basically everything. fte will automatically detect if the effect is occurring underwater and use the given underwater effect. It Takes A Tough Man To Make A Tender Rocketjump
Member 715 posts
Registered: May 2006
Looks nice, but you don't have any lightningblood? ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
just thought i'd update the spy gas 8) ....not that anyone plays anymore TeamFortress Spy GasIt Takes A Tough Man To Make A Tender Rocketjump
Member 5 posts
Registered: Sep 2009
I dont mean to beat a dead horse, but what happened to all the links!
Cheers BRAD
Member 715 posts
Registered: May 2006
http://up.servut.us/18155 (setup from winter 07) ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
lol thx molgrum i think that is the most recent update available. i've uploaded it to quaketastic
http://www.quaketastic.com/upload/files/misc/haze_FTE_particles.zip It Takes A Tough Man To Make A Tender Rocketjump
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