qlive LG beam issue

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Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

qlive LG beam issue

Post by Zyte »

Although i use r_picmip 5 in quake live, my LG beam is still a pretty thin line and non-translucent. I figured it had to do with r_nomip or whatever it was in OSP, but afaik that doesn't work in quake live.

I do however have the block-like explosions with the RL so that's all good, it's just the shaft. What i would like it to look like is pretty similar to the LG in this video:stream

Notice its cpma, however it was pretty much the same for me in osp. At the 1 minute mark you see his lightning gun beam btw..
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Re: qlive LG beam issue

Post by Zyte »

On another note, we need :q1: :q2: :q3: :q4: :arrow: Image
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: qlive LG beam issue

Post by DTS »

Zyte wrote:On another note, we need :q1: :q2: :q3: :q4: :arrow: Image
Oh cool!
Did you make that?
It could be better but it would be nice just to have it :)

The shaft thing is a nomip issue. cg_nomip or something. See the CPMA docs. Dunno if it's in QL. It could well be, though, cause the way it works is this: r_picmip is applied to everything, but some things like weapon effects and player model skins people don't want to lose detail, so the command cg_nomip (or whatever it is) is used to tell CPMA to ignore those when applying r_picmip. All explained in the CPMA docs, which come with the mod; If only you would bother to read them :)

So, in vanilla Q3, the video you linked is how the weapon effects would be affected by r_picmip, cause VQ3 doesn't have nomip as an option. That QL has incorporated it doesn't mean it's optional, though. There may be no way to change it from the default setting of CPMA.

I'd leave the weapon effects like the original (original picmip), though. They are easier to see :)
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Re: qlive LG beam issue

Post by Zyte »

Well thanks for your reply. Yeah i made it, well resized it. Hardly any work. I noticed after i shrunk it i should have just used the qlive browser-icon which is almost the same size as our icons.

I have actually bothered to read the docs, several years ago though, and i do know all about cg_nomip. (Well i thought it was r_nomip but hey. mayb that was osp). However that's what the problem is, it doesn't work in quake live. I know picmip is appplied to everything, that's why i mentioned the block-like RL explosions. The shaft beam doesn't look mipped at all though.. well it's better then not mipped at all but still nothig like in that cpma vid.

Hence i'm asking for another possible solution.

As for the standard picmip on effects.. i have to disagree. I dislike normal RL explos, plasma and ofc LG beam.
I might have to look into a tinshaft script again, but for qlive this time.
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