EntityPlus - A single player Q3 mod

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

Oh I see. Yeah it seems that's a problem with the model itself. If it's really a problem, I could always remove the model reference from entities.def (you can do this yourself as well, it's easy to spot). Then it'll just render it as a square box like other non-item entities and that origin will be at the center.
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

Will Ouija's sword be made into a weapon? it seems like he took over my idea and nobody even cares about what the sword was being made for...
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

also, does anyone know how I could make custom footstep sounds for shaders? I want more footstep sound variety.
MrLego
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Re: EntityPlus - A single player Q3 mod

Post by MrLego »

It was mentioned in this post and some posts that follow.

There would have to be additional surface parameters coded in the mod - a change to the shader wouldn't be enough.
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

GtkRadiant wrote:Will Ouija's sword be made into a weapon? it seems like he took over my idea and nobody even cares about what the sword was being made for...
I would like to try to implement a new sword weapon somewhere down the line, just not right now. Too many bugs to fix first. Also, I have no idea how to do weapon animations and stuff and I think that the md3 needs attack animations as well?
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

Aw, I still need someone to make a spiffy looking objectives overlay for the mod. It looks like this right now:

Image

Image

I'm sure someone can do better than that. If you want the original overlay image as reference, you can grab it here.

I think Noruen said he'd like to have a go at it but I haven't heard back from him since...
Noruen
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Re: EntityPlus - A single player Q3 mod

Post by Noruen »

Yes, I'll do it, just forgot about it because of my focus to MMC #3 :)
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Re: EntityPlus - A single player Q3 mod

Post by Noruen »

Ok, what about this?

Image
deqer
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Re: EntityPlus - A single player Q3 mod

Post by deqer »

that's awesome.
EmeraldTiger
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Re: EntityPlus - A single player Q3 mod

Post by EmeraldTiger »

Smexy scoreboard Nouren.
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Noruen
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Re: EntityPlus - A single player Q3 mod

Post by Noruen »

not really. It is just some hint and if Eraser will accept it, it needs some tunning.

But thank you for positive reactions :)
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

could there be multiple scoreboards created to fit the different styles of maps? perhaps the desired scoreboard could be chosen by setting a key to the worldspawn?
deqer
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Re: EntityPlus - A single player Q3 mod

Post by deqer »

GtkRadiant wrote:could there be multiple scoreboards created to fit the different styles of maps? perhaps the desired scoreboard could be chosen by setting a key to the worldspawn?
in my opinion, i don't consider the scoreboard to be map specific, or to be branded depending on map. it should remain general, with always 2 objectives.
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

I think the the scoreboard should remain the same in the sense of 2 objectives, score, and death tally. but I think the visual style of the scoreboard should have some variety instead of a one-size-fits-all layout.
Silicone_Milk
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Re: EntityPlus - A single player Q3 mod

Post by Silicone_Milk »

I agree. It would be cool to see the GUI of the objective board read from an external config file so people could tailor it visually to match the theme of the map.

(A slick sci-fi GUI would look kind of odd on a Heretic remake)
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

Silicone_Milk wrote:I agree. It would be cool to see the GUI of the objective board read from an external config file so people could tailor it visually to match the theme of the map.

(A slick sci-fi GUI would look kind of odd on a Heretic remake)
my map that i'm working on takes place in a factory, so i think it should look like this:

*EDIT*

the external file thing sounds like it would be hard for Eraser to implement. I was thinking that we could send him our overlay pics and he could make them into the different styles. The mapper would choose which one he wanted by using a new key in the worldspawn.
MrLego
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Re: EntityPlus - A single player Q3 mod

Post by MrLego »

Too bad there's not a remapshader command like in Enemy Territory, then it would be a piece of cake.

I wonder if you could hash something up using the remap property of a model to affect the hud graphics instead of the model.
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obsidian
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Re: EntityPlus - A single player Q3 mod

Post by obsidian »

I don't know about the HUD, but you can remap shaders on models in Q3 and Q3Map2 with the _remap entity key/value.
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

Not in the hud I'm afraid. But it wouldn't be hugely difficult to have the level designer be able to override the objectives screen with a custom image (most likely through a worldspawn key).

Noruen, I like that objectives screen you made. If you could make a final version for it I'll include it in the next release :)
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

Eraser wrote:Not in the hud I'm afraid. But it wouldn't be hugely difficult to have the level designer be able to override the objectives screen with a custom image (most likely through a worldspawn key)
but if a custom texture was used as the overlay, how would the text alignment work out?

P.S. I'm making a objective overlay just in case custom overlays are implemented. any suggestions on how I can improve this?
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

Well, when I mentioned a custom texture, I actually meant just a retexture of the original overlay, which means that the text that's drawn on top remains the same size and in the same positions as the original. Sure, I could allow for keys to position the elements in the HUD, but I think that would get a bit fiddly and not preferable right now.
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

Oh. i guess I'll have to start over then. :dork:
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

Well if you can come up with an elegant solution for all the positioning and stuff like word wrapping then I'd be happy to implement it.

Right now all I can think of is that the level designer will have to specify no less than 10 variables (top and left positions for all four bits of information on the screen and per-line character counts for the primary and secondary objectives. It just seems a bit awkward to me. But if people are happy with that then sure, I could do that.
jiamond
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Re: EntityPlus - A single player Q3 mod

Post by jiamond »

Using the Team Arena Scripted HUD in Vanilla Quake 3

Enable the scripted HUD/Menu code in the cgame project and allow the level designer the ability to set the HUD file from the worldspawn. With the scripted HUD enabled, this is controlled by the cgame using the cg_hudFiles cvar. Alternatively you could automatically try to load a HUD file based on the name of the level and fall back to the default HUD.
deqer
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Re: EntityPlus - A single player Q3 mod

Post by deqer »

EntityPlus should not be a TC mod. It should maintain as much vq3 standards as possible.

I don't need a new HUD. I'd go play another game if I wanted a new HUD. Or play a TC mod.
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