User panel stuff on forum
  12 posts on 1 page  1
Graphics Discussion
2007-04-01, 11:40
Member
71 posts

Registered:
Sep 2006
i dont know why but im only geting shadows for like half the stuff i should. ssg,rl,lg bmodels and quad all arent geting any shadows under them my my ng,sng,gl are all plagued's. any ideas?
2007-04-01, 12:32
Member
1026 posts

Registered:
Feb 2006
tell what client are you using first?
god damn hippies >_<
2007-04-01, 15:56
Member
71 posts

Registered:
Sep 2006
ezquake 1754
2007-04-05, 01:04
Member
71 posts

Registered:
Sep 2006
ummm can sum1 make this a sticky till i get help so ppl can see the post cuzz my topic going low on list without answer
2007-04-05, 01:27
News Writer
2260 posts

Registered:
Jan 2006
zunknown1, if ur familiar with irc then connect to irc.quakenet.org #qwhelp and we might be able to help you directly
2007-04-05, 20:21
Member
71 posts

Registered:
Sep 2006
dl'd and found channel no1 on atm and do i have to pay for irc? cuzz says sumthing about 30 days
2007-04-05, 20:31
News Writer
2260 posts

Registered:
Jan 2006
uh, strange!! then ur on the wrong server I guess..
no mIRC dosnt cost anything, after 30 days u will need to wait 5 sec before u can start the program, thats about it..

write this:

/server xs4all.nl.quakenet.org

wait and u will be connected, then write:

/join #qwhelp

or just go here: http://irc.netsplit.de/webchat/?net=QuakeNet&room=%23qwhelp

eazy

Ps. quakenet has had some problem today.. thats why its abit bugged
2007-04-05, 20:34
Member
705 posts

Registered:
Feb 2006
could be an ongoing netsplit. should be resolved quickly. also try xchat its free i think mirc is not free software :F
2007-04-07, 17:53
Member
357 posts

Registered:
Mar 2006
zunknown1 wrote:
i dont know why but im only geting shadows for like half the stuff i should. ssg,rl,lg bmodels and quad all arent geting any shadows under them my my ng,sng,gl are all plagued's. any ideas?

Does ezquake do shadows on .md3 models? (are you using md3 models?)
2007-04-07, 18:19
Member
71 posts

Registered:
Sep 2006
hmmm i am and all of the md3 g_ stuff isint showing shadows but mdl is anyway to fix?
2007-04-08, 07:06
Member
357 posts

Registered:
Mar 2006
Ok basically MD3 shadows are level 5 on the ezquake hit list.. maybe they'll come around and add it,but really who uses shadows (or MD3) for online games??!
/*
=================
R_DrawQ3Shadow
=================
*/
void R_DrawQ3Shadow (entity_t *ent, float lheight, float s1, float c1, trace_t downtrace)
{
int i, j, numtris, pose1, pose2;
vec3_t point1, point2, interpolated;
md3header_t *pmd3hdr;
md3surface_t *pmd3surf;
unsigned int *tris;
md3vert_mem_t *verts;
model_t *clmodel = ent->model;
#if 0
float m[16];
md3tag_t *tag;
tagentity_t *tagent;
#endif

pmd3hdr = (md3header_t *)Mod_Extradata (clmodel);

pmd3surf = (md3surface_t *)((byte *)pmd3hdr + pmd3hdr->ofssurfs);
for (i=0 ; i<pmd3hdr->numsurfs ; i++)
{
verts = (md3vert_mem_t *)((byte *)pmd3hdr + pmd3surf->ofsverts);
tris = (unsigned int *)((byte *)pmd3surf + pmd3surf->ofstris);
numtris = pmd3surf->numtris * 3;
pose1 = ent->pose1 * pmd3surf->numverts;
pose2 = ent->pose2 * pmd3surf->numverts;

glBegin (GL_TRIANGLES);
for (j=0 ; j<numtris ; j++)
{
// normals and vertexes come from the frame list
VectorCopy (verts[*tris+pose1].vec, point1);

point1[0] -= shadevector[0] * (point1[2] + lheight);
point1[1] -= shadevector[1] * (point1[2] + lheight);

VectorCopy (verts[*tris+pose2].vec, point2);

point2[0] -= shadevector[0] * (point2[2] + lheight);
point2[1] -= shadevector[1] * (point2[2] + lheight);

VectorInterpolate (point1, ent->framelerp, point2, interpolated);

interpolated[2] = -(ent->origin[2] - downtrace.endpos[2]);

interpolated[2] += ((interpolated[1] * (s1 * downtrace.plane.normal[0])) -
(interpolated[0] * (c1 * downtrace.plane.normal[0])) -
(interpolated[0] * (s1 * downtrace.plane.normal[1])) -
(interpolated[1] * (c1 * downtrace.plane.normal[1]))) +
((1 - downtrace.plane.normal[2]) * 20) + 0.2;

glVertex3fv (interpolated);

*tris++;
}
glEnd ();

pmd3surf = (md3surface_t *)((byte *)pmd3surf + pmd3surf->ofsend);
}

if (!pmd3hdr->numtags) // single model, done
return;

// no multimodel shadow support yet
#if 0
tag = (md3tag_t *)((byte *)pmd3hdr + pmd3hdr->ofstags);
tag += ent->pose2 * pmd3hdr->numtags;
for (i=0 ; i<pmd3hdr->numtags ; i++, tag++)
{
if (multimodel_level == 0 && !strcmp(tag->name, "tag_torso")
{
tagent = &q3player_body;
ent = &q3player_body.ent;
multimodel_level++;
}
else if (multimodel_level == 1 && !strcmp(tag->name, "tag_head")
{
tagent = &q3player_head;
ent = &q3player_head.ent;
multimodel_level++;
}
else
{
continue;
}

glPushMatrix ();
R_RotateForTagEntity (tagent, tag, m);
glMultMatrixf (m);
R_DrawQ3Shadow (ent, lheight, s1, c1, downtrace);
glPopMatrix ();
}
#endif
}

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2008-09-06, 14:11
Member
344 posts

Registered:
Apr 2007
this definitely should be added still
  12 posts on 1 page  1