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picmip ques
Posted: Thu Jun 09, 2005 4:09 pm
by Zyte -_-
Im playing with r_picmip set to 5. Now i want my shaft at r_picmip 3, so cg_nomip 1 does not work cause it sets the shaft to r_picmip 1.
So how can i set - only - my shaft to r_picmip 3?
ta in advance.
Posted: Thu Jun 09, 2005 4:25 pm
by Duhard
lol...you can't change picmips while playing...each time you would switch to shaft you would have to do a vid_restart..gg!
Posted: Thu Jun 09, 2005 5:18 pm
by [xeno]Julios
you need to figure out the flags for each item you want nomipped. Then add them all up. Should be in the osp docs.
i don't think you can set some items to picmip 5 and some to 3. I think you can only have everything to picmip x, and then exclude certain things from being picmipped (so everything except the things you choose are picmip x, and the things you choose are picmip 0)
i've always found it easier to use high picmips with shaft though. The beam becomes more transparent that way, especially if you use the old style beam
Posted: Thu Jun 09, 2005 6:46 pm
by Zyte -_-
Duhard that doesnt make sens. cg_nomip does change picmip of (certain) items and works fine ingame. Also, i wasnt trying to chang e these picmips ingame.
Julios thanks, i'll have a look.
I personally like the transparency of the old lg, but i find the width of it kinda irritating. With picmip 3 i found a good balance between width and transparency, that's why i came up with this question.
What i could do is bind my lg with drawweapon 1, which also 'solves' the width problem. But i was wondering if it could be done this way. Maybe i should just go and look for a thinshaft script and see if its something.
nmv the spelling of transparency btw :icon32:
Posted: Thu Jun 09, 2005 9:08 pm
by Duhard
Why would you want to change picmip for each weapon...that's ridiculous and useless.
Posted: Thu Jun 09, 2005 9:25 pm
by Zyte -_-
I dont wanna change picmip for each weapon. I only want an other picmip for my lg, the rest stays 5. Just like cg_nomip 0 would do. Only that would set my lg picmip to 1 and i want it 3.
mmkay?
Posted: Thu Jun 09, 2005 9:29 pm
by Duhard
mmmkay whatever floats your boat Einsten.
Posted: Thu Jun 09, 2005 9:43 pm
by Fjoggs
Doesn't work. Also, the picmip 3 lg is better then 5 imo.
Posted: Thu Jun 09, 2005 9:44 pm
by Zyte -_-
Fjoggs wrote:Doesn't work. Also, the picmip 3 lg is better then 5 imo.
That's what im saying too
Posted: Fri Jun 10, 2005 3:25 am
by [xeno]Julios
Zyte -_- wrote:Julios thanks, i'll have a look.
I personally like the transparency of the old lg, but i find the width of it kinda irritating. With picmip 3 i found a good balance between width and transparency, that's why i came up with this question.
What i could do is bind my lg with drawweapon 1, which also 'solves' the width problem. But i was wondering if it could be done this way. Maybe i should just go and look for a thinshaft script and see if its something.
yes you could use skinny shaft - but there is the caveat that some servers have punkbuster set to kick you if u use a high fov (e.g. 140 fov might be max on some servers)
second thing is that you should be aware that +zoom changes your sensitivity. I've written quite a lot on this and how to calculate the difference so that you can adjust your sensitivity - thing is, it's all in the CE archives, and I'm not sure when they're coming back online. I found the link to the thread in question
(linked from here:
http://www.quake3world.com/ubb/Archives ... 00151.html ) but the link in that thread takes me to the doom3 discussion.
argh...
Posted: Fri Jun 10, 2005 9:09 pm
by Auburndale
AFAIK, not possible. You can only use nomip to set certain weapon graphics to picmip 1.
Posted: Fri Jun 10, 2005 11:17 pm
by cK-r1r
[xeno]Julios wrote:Zyte -_- wrote:Julios thanks, i'll have a look.
I personally like the transparency of the old lg, but i find the width of it kinda irritating. With picmip 3 i found a good balance between width and transparency, that's why i came up with this question.
What i could do is bind my lg with drawweapon 1, which also 'solves' the width problem. But i was wondering if it could be done this way. Maybe i should just go and look for a thinshaft script and see if its something.
yes you could use skinny shaft - but there is the caveat that some servers have punkbuster set to kick you if u use a high fov (e.g. 140 fov might be max on some servers)
second thing is that you should be aware that +zoom changes your sensitivity. I've written quite a lot on this and how to calculate the difference so that you can adjust your sensitivity - thing is, it's all in the CE archives, and I'm not sure when they're coming back online. I found the link to the thread in question
(linked from here:
http://www.quake3world.com/ubb/Archives ... 00151.html ) but the link in that thread takes me to the doom3 discussion.
argh...
isn't the sens and fov ratioed?
fov 100 / sens 5 = fov 50 / sens 2.5
i would imagine the zoomfov would be the same.
Posted: Fri Jun 10, 2005 11:34 pm
by DRuM
Heh, I googled and found this thread which was a similar topic.
http://www.quake3world.com/ubb/Forum7/HTML/014397.html
Anyway, I use picmip 5 with cg_nomip 63, and find it ideal. Dunno if it would suit you but you could try it.

Posted: Sat Jun 11, 2005 5:07 am
by [xeno]Julios
cK-r1r wrote:isn't the sens and fov ratioed?
fov 100 / sens 5 = fov 50 / sens 2.5
i would imagine the zoomfov would be the same.
Sensitivity can be understood as the amount of arc the xhair traverses, per unit of physical mouse movement.
So a high sensitivity means you could traverse a 180 degree arc with relatively little mouse movement.
When you change your cg_fov value, the sensitivity doesn't change.
So imagine having a sens that required 2 inches of mouse movement to do a 180.
Now change your fov to 10.
It will still require 2 inches of mouse movement to do a 180. And this is why it's unplayable at fov 10, unless you adjust your sensitivity.
Now the cg_zoomfov function performs this automatically.
You can see this by using cg_showmouserate (or a command that looks like that - been years since i've messed with this stuff)
Here's an experiment you can try:
-zoom
cg_fov 120
cg_mouseaccel 0
sensitivity 10
cg_showmouserate 1
Now move the mouse around and you'll see some values on the top of your screen. Should say 10.000000000
Now do:
cg_zoomfov 120
+zoom
Your fov should remain identical, but look at how the inbuilt ratio adjuster has changed your sensitivity. I forget whether it'll be lower or higher than 10, but you can calculate the ratio of adjustment. So if it changes to 11, that means that it's gone up by 10 percent.
So now if you want to use +zoom and cg_zoomfov 120, but keep your 10 sens, you have to use a value that will produce 10.000 after a 10% increase
sens*1.1 = 10
therefore sens = 10/1.1 = 9.091
so you should now use 9.091 to get the original 10 sens.
I've forgotten whether the ratio makes the sens higher or lower, and i've forgotten whether the ratio is the same for all fov's.
gdamn archives need to come back online.
Posted: Sat Jun 11, 2005 11:27 am
by ^misantropia^
[xeno]Julios wrote:I've forgotten whether the ratio makes the sens higher or lower, and i've forgotten whether the ratio is the same for all fov's.
The sensitivity decreases somewhat. The calculation can be found in CG_CalcFov() in cg_view.c (for those that have the SDK installed).