User panel stuff on forum
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Graphics Discussion
2009-06-08, 12:21
Member
298 posts

Registered:
Sep 2006
Well, I don't see the backpack icon in the pack. Are you sure that you put it in it?
(I removed the old bmodels and models folders from your previous project and placed the pack file in ID directory as instructed)
2009-06-08, 19:35
Member
312 posts

Registered:
Jun 2006
hmmm, dunno why but backpack seems not working



Simple HUD icons released!

Screenshot

Download
2009-06-09, 07:33
Member
1433 posts

Registered:
Jan 2006
backpack is disabled, same as eyes and maybe some more
2009-06-09, 07:45
Member
344 posts

Registered:
Apr 2007
JohnNy_cz wrote:
backpack is disabled, same as eyes and maybe some more

aww too bad, we could of had a giant eyeball like this

http://i311.photobucket.com/albums/kk466/SabreVision/eyeball.jpg
2009-06-09, 12:25
Member
298 posts

Registered:
Sep 2006
I think the ring works just fine.
Enable the backpack though
2009-06-09, 12:30
Member
132 posts

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Mar 2006
Backpack simpleitem texture is allowed since now (but not with ruleset smackdown).
Mine do no spaek engrish!
2009-06-09, 16:01
Member
298 posts

Registered:
Sep 2006
I still can't make it work, even though the ruleset smackdown command is off.
2009-06-09, 19:03
Member
132 posts

Registered:
Mar 2006
Kapitan Kloze wrote:
I still can't make it work, even though the ruleset smackdown command is off.

Compile ezquake 2.0 alpha from SVN trunk or download nightlybuild with revision number >= 4072.
Mine do no spaek engrish!
2009-06-09, 19:56
Member
84 posts

Registered:
Jan 2006
What's up with the ezquake SVN repository? I can only see the Sourceforge top bar in IE and Opera
2009-06-10, 13:41
Member
298 posts

Registered:
Sep 2006
Yes, with ezq 4072 everything now operates fine.
2009-06-11, 17:06
Member
132 posts

Registered:
Mar 2006
PrimeviL
Can you make alternative to tour simpleitems pack, without transparent ammo boxes/health circles, like
http://i44.tinypic.com/2czsj9i.jpg
?
Mine do no spaek engrish!
2009-06-11, 19:04
Member
357 posts

Registered:
Mar 2006
JohnNy_cz wrote:
backpack is disabled, same as eyes and maybe some more

If sprites are truly affected by light then you wont have glowing backpacks...

void R_DrawSpriteModel (entity_t *e)
{
vec3_t point, forward, right, up;
mspriteframe_t *frame;
msprite_t *psprite;
extern void R_SetupLighting (entity_t *ent);
float out[3], l;
extern float shadelight, ambientlight;

R_SetupLighting(e);
l = ((shadelight + ambientlight) / 256);
out[0]=out[1]=out[2]= 0.99609375;

// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;

if (psprite->type == SPR_ORIENTED)
{
// bullet marks on walls
AngleVectors (currententity->angles, forward, right, up);
}
else if (psprite->type == SPR_FACING_UPRIGHT)
{
VectorSet (up, 0, 0, 1);
right[0] = e->origin[1] - r_origin[1];
right[1] = -(e->origin[0] - r_origin[0]);
right[2] = 0;
VectorNormalize (right);
}
else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT)
{
VectorSet (up, 0, 0, 1);
VectorCopy (vright, right);
}
else
{ // normal sprite
VectorCopy (vup, up);
VectorCopy (vright, right);
}

GL_Bind (frame->gl_texturenum);

glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

VectorScale(out, l, out);// lower lightlevel in shade

glColor4f(out[0], out[1], out[2], 1);

glBegin (GL_QUADS);

glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);

glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);

glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);

glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);

glEnd ();
glColor4f(1,1,1,1);
}
2009-10-17, 11:56
Member
76 posts

Registered:
Oct 2009
AAS wrote:
PrimeviL
Can you make alternative to tour simpleitems pack, without transparent ammo boxes/health circles, like http://i44.tinypic.com/2czsj9i.jpg?

original transparent icons are really nice. i did some tests with just filling empty space, but the results were poor - the small extra border + non filled shilouettes were looking terrible, so i decided to fill it.

Result of my work.
http://gfx.quakeworld.nu/files/317.jpg


http://gfx.quakeworld.nu/details/317/
Credits goes to PrimevilL
2009-10-17, 15:15
Member
132 posts

Registered:
Mar 2006
_KaszpiR_
Great!
Mine do no spaek engrish!
2009-11-26, 15:04
Member
132 posts

Registered:
Mar 2006
PrimeviL
Any chances to see your lightning gun (v_ and g_) and super nailgun (g_) textures?
Mine do no spaek engrish!
2010-04-18, 12:25
Member
312 posts

Registered:
Jun 2006
Hello all, i did'nt come here for a long time ;]


To begin, here is an alternative skin for the Grenade launcher from Plague:

http://www.modzone.org/primevil/quake/skins/weapons/rock/v_rock_alt.jpg


Click on the screenshot for downloading the file


@ AAS: Probably one of these days
2010-04-18, 14:30
Member
370 posts

Registered:
Mar 2008
Very nice skin, thanks .
2010-04-18, 20:09
Member
213 posts

Registered:
Mar 2006
sexy
It Takes A Tough Man To Make A Tender Rocketjump
http://valid.canardpc.com/cache/banner/1581737.png
2010-04-19, 12:52
Administrator
1850 posts

Registered:
Feb 2006
PrimeviL wrote:
Click on the screenshot for downloading the file

The GFX site want your contributions!
2010-04-19, 16:00
Member
344 posts

Registered:
Apr 2007
yeah, its about time we see some new gfx from you! very nice! still waiting on that quaddama skin =)
2011-11-30, 17:22
Member
312 posts

Registered:
Jun 2006
Yo guys !

I'm working on new texture's pack based on HL˛ theme :

http://www.primevil.fr/quake/textures/hl_theme/2.jpg




More screens here...
2011-11-30, 17:28
Member
298 posts

Registered:
Sep 2006
OMFG I want this
2011-11-30, 17:34
Member
51 posts

Registered:
Oct 2011
Very nice, will there be colour variations?
2011-11-30, 20:18
Administrator
1850 posts

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Feb 2006
Hehe, very nice PrimeviL
2011-11-30, 23:33
Member
312 posts

Registered:
Jun 2006
Thx Zalon =)

Matuka, not sure about variations yet.


DM6 realeased


Best with r_drawflame, gl_lumatextures and gl_loadlitfiles set to 0


Others maps coming soon...
2011-11-30, 23:51
Administrator
1850 posts

Registered:
Feb 2006
http://gfx.quakeworld.nu - Please?
2011-12-03, 22:41
Member
312 posts

Registered:
Jun 2006
Zalon : I will upload the pack to gfx.qw when it will be a bit more complete


Pack updated with DM4 and ZTNDM3 : download
2011-12-03, 22:54
Member
29 posts

Registered:
Apr 2007
mirrors edge in qw
[ http://dc.quakeworld.pl Demolition Crew: Member ][ http://quakeworld.pl Dev & Admin ][ http://forum.quakeworld.pl Moderator ]
2011-12-04, 03:34
Member
132 posts

Registered:
Mar 2006
PrimeviL
Dear sir, may I kindly ask you to FINISH WEAPON TEXTURES!!1

PS
Great map textures
Mine do no spaek engrish!
2011-12-19, 01:07
Member
344 posts

Registered:
Apr 2007
quaddama skin!
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