User panel stuff on forum
  8 posts on 1 page  1
Client Talk
2009-10-17, 00:15
Member
6 posts

Registered:
Aug 2007
Hi, hope this is the right place to post this.

gl_surface_lava doesn't play nice with some of the rocket trails. It causes unasthetically pleasing breaks in the trail in any room that has lava. For example:

http://img200.imageshack.us/img200/9590/dm4001.png


Thanks
2009-10-17, 00:48
Member
357 posts

Registered:
Nov 2008
Not sure but maybe this: http://www.quakeworld.nu/forum/viewtopic.php?id=3760 can help you
"the quieter you become, the more you are able to hear"
2009-10-17, 09:46
Member
1435 posts

Registered:
Jan 2006
increase r_particles_count (maybe needs vid_restart, maybe even client restart)
2009-10-17, 11:14
Member
6 posts

Registered:
Aug 2007
Ah I see just too many particles with the lava smoke. That did the trick, thanks!

On a side note, I've had someone ask me for the crosshair used in the screenshot. It's here:
http://gfx.quakeworld.nu/details/200/
2009-10-17, 12:12
Member
6 posts

Registered:
Aug 2007
By the way, in my lame attempt to fix this I altered HyperNewbies smoke particles to make them translucent because I thought the smoke might be occluding the rocket trail. Obviously I was barking up the wrong tree there, but I think the smoke looked tons better:

Original:
http://img11.imageshack.us/img11/9590/dm4001.png

Modified:
http://img127.imageshack.us/img127/9708/dm4000.png

What do you think?
2009-10-17, 15:08
Member
132 posts

Registered:
Mar 2006
2nd is better
Mine do no spaek engrish!
2009-10-17, 16:04
Member
271 posts

Registered:
Feb 2006
I don't think small grey circles floating above what is meant to be lava is realistic at all. Unless they're red and followed with gloopy lava trails, they'll always look ugly.
I do think lots of large particles that take on a volumetric appearance of smoke whilst simultaneously hiding the ugly grey circles will always help in the appearance department.

But note the fps, and tell me if you honestly think any quakeworld player will sacrifice 12 fps... More seriously, try it on end. Or dm2.
moo
2009-10-17, 23:48
Member
6 posts

Registered:
Aug 2007
Actually the fps shouldn't be much different because it only changes one equation slightly. Specifically from:

0*smokeColour + (1-smokeAlpha)*destColour

to

smokeAlpha*smokeColour + (1-smokeAlpha)*destColour

where 1 alpha is maximum transparancy and destColour is the colour currently in the colour buffer. Looking at the equation makes me strongly think this is what it was supposed to be. The original smoke is black not because the smoke texture itself is black but because its colour is being nullified by the zero.

I tried it on end but I had to double my r_particles_count again to get the full effect because only half the room was emitting smoke lol. It looks cool but was quite slow on my machine as you can see

Original:
http://img35.imageshack.us/img35/4250/end001.png
http://img194.imageshack.us/img194/760/end004.png

Modified:
http://img35.imageshack.us/img35/7923/end000.png
http://img5.imageshack.us/img5/4480/end005.png

There's also gl_surface_lava 4 which seems to triple the number of smoke particles
http://img40.imageshack.us/img40/3103/end002.png
  8 posts on 1 page  1