These are chat archives for etlegacy/etlegacy

27th
Nov 2016
Aranud
@Aranud
Nov 27 2016 00:28
Totaly ;)
Christophe Mateos
@Mateos81
Nov 27 2016 06:41
Bien le bonjour alors :D
twt_thunder
@thunderpwn
Nov 27 2016 10:14
hmm after I start running master my mg on tank wont show up
and neither the skybox
etlegacy-2016-11-27-111318-thundergoldrush.jpg
but the tank is clearly bumped^^
etlegacy-2016-11-27-103611-goldrush.jpg
mightykemon
@mightykemon
Nov 27 2016 10:28
Why does the flipping table need clip brushes? Can't it work like the props_chair? You can push it around and it is always solid.
twt_thunder
@thunderpwn
Nov 27 2016 10:29
why does it need an origin brush?
is it like a scriptmover?
and leader and slave?
I just doesnt get it @mightykemon
and now I worry that we lost dimitzer0... doesnt seem that we get contact with him
arg
mightykemon
@mightykemon
Nov 27 2016 10:33
tis the season of family. Or he is just on holidays
twt_thunder
@thunderpwn
Nov 27 2016 10:33
hope so
mightykemon
@mightykemon
Nov 27 2016 10:33
He'll be back
hopefully^^
twt_thunder
@thunderpwn
Nov 27 2016 10:33
or else me and you have a terrible job
lol
making clothes are not easy
mightykemon
@mightykemon
Nov 27 2016 10:34
oh boy :D
definitely not
He is very good with uniform textures
twt_thunder
@thunderpwn
Nov 27 2016 10:34
his work is really needed yes
we can always make other model for him if he like
it was just to get the player replaced really
and never made much human models

// new texture **Thunder
models/mapobjects/tanks_sd/jagdpanther_africa
{
qer_editorimage models/mapobjects/tanks_sd/jagdpanther_desert
cull none

            diffuseMap        models/mapobjects/tanks_sd/jagdpanther_desert
            specularMap        models/mapobjects/tanks_sd/jagdpanther_desert_spec
            bumpmap            models/mapobjects/tanks_sd/jagdpanther_desert_nrm

}

this seems to work @mightykemon
but still have problems to put in old shader things
tcGen environment doesnt work within these shaders it seems
mightykemon
@mightykemon
Nov 27 2016 11:08
I still haven't looked into the texture mapping. In my opinion we shouldn't include that in the next release. Textures and ready game_models only. We should only release the texture mapping stuff as soon as we have a map to show off (currently most likely W├╝rzburg Radar port by @WuTangH ). Partly having them on models, but not on textures could spoil the feeling. Better save it for a second big update to blow minds a second time :D
twt_thunder
@thunderpwn
Nov 27 2016 11:10
agree on that @mightykemon, think we should have all the standard maps ready actually
mightykemon
@mightykemon
Nov 27 2016 11:11
We should have a lot of things :D
The only problems are manpower and time
twt_thunder
@thunderpwn
Nov 27 2016 11:12
yea, we could have more moddellers :/
mightykemon
@mightykemon
Nov 27 2016 11:12
But we could just do it like XReal and recompile the sources without doing anything. And then step by step improve them
twt_thunder
@thunderpwn
Nov 27 2016 11:14
NO
lol
I am almost there
got my mg back
now for the cull
twt_thunder
@thunderpwn
Nov 27 2016 11:36
what does work @mightykemon
cull disable
or
cull none?
mightykemon
@mightykemon
Nov 27 2016 11:37
either is fine
They do the same thing
twt_thunder
@thunderpwn
Nov 27 2016 11:38
ok and they should be in main of shader?
mightykemon
@mightykemon
Nov 27 2016 11:38
yes
twt_thunder
@thunderpwn
Nov 27 2016 11:38
models/mapobjects/tanks_sd/mg42
{
cull disable
diffusemap models/multiplayer/mg42/mg42
specularmap models/multiplayer/mg42/mg42_spec
bumpmap models/multiplayer/mg42/mg42_nrm
}
like this?
mightykemon
@mightykemon
Nov 27 2016 11:39
looks good to me, but that shader is a bit empty :D
no alphashadow or light things?
twt_thunder
@thunderpwn
Nov 27 2016 11:39
dont think light things works because of specular
and alphashadow?
mightykemon
@mightykemon
Nov 27 2016 11:40
I don't know, it's just one of those standard things that often is in a shader. But I suppose you are orientating yourself on the vanilla MG shader
actually
this isnt compiled into map remember
its a "game" thing
I could put a clown there and it would replace the mg
mightykemon
@mightykemon
Nov 27 2016 11:43
no, I meant for the standard shader parameters, not the mapping
?
twt_thunder
@thunderpwn
Nov 27 2016 11:43
I can try
mightykemon
@mightykemon
Nov 27 2016 11:44
I don't understand^^
I meant that your shader looks a bit empty in regards to the standard parameters and I thought that you would use the standard MG shader from vanilla as a base
models/multiplayer/mg42/s_mg42
{
{
map textures/effects/envmap_slate.tga
rgbGen lightingdiffuse
tcGen environment
}
{
map models/multiplayer/mg42/s_mg42.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbGen lightingdiffuse
}
}
twt_thunder
@thunderpwn
Nov 27 2016 11:45
well lightningdifuse doesnt work
mightykemon
@mightykemon
Nov 27 2016 11:45
But they also don't have much going on^^
twt_thunder
@thunderpwn
Nov 27 2016 11:45
tcgen doesnt work
rgb lightningdiffuse doesnt work
mightykemon
@mightykemon
Nov 27 2016 11:45
uhm, really?
twt_thunder
@thunderpwn
Nov 27 2016 11:45
blendfuncs seems to screw up
mightykemon
@mightykemon
Nov 27 2016 11:46
That is bad
I mean what is the point in having texture mapping when everything else is not working anymore :D
twt_thunder
@thunderpwn
Nov 27 2016 11:46
you can use old shaders too @mightykemon , but not with bumpmapping
and not all need bump or spec
mightykemon
@mightykemon
Nov 27 2016 11:46
In this case I then would prefer to have no bump-mapping honestly
twt_thunder
@thunderpwn
Nov 27 2016 11:47
its great for models
mightykemon
@mightykemon
Nov 27 2016 11:47
Not if all other parameters fail :D
twt_thunder
@thunderpwn
Nov 27 2016 11:47
I will investigate further as I go
mightykemon
@mightykemon
Nov 27 2016 11:47
what use is a bumped model if it isnt lit by the sunlight
It will look off
twt_thunder
@thunderpwn
Nov 27 2016 11:47
oh but it is
by renderer itself
and lit by nearby lightsources
mightykemon
@mightykemon
Nov 27 2016 11:49
Could you do a light compile with your goldrush tank scene?
twt_thunder
@thunderpwn
Nov 27 2016 11:49
yes.. but I have problems with the skybox not showing up
I have deleted something today or something.. trying to figure it out
mightykemon
@mightykemon
Nov 27 2016 11:50
haha, well okay then no need to. Keep doing your work. It sounds like you know what you're doing :D
twt_thunder
@thunderpwn
Nov 27 2016 11:51
hope so^^
think we are all on unexplored territory here :)
Christophe Mateos
@Mateos81
Nov 27 2016 17:53
You really should read the Q3Map2 Shader Manual, you will find which commands are or aren't compatible with others, and when to use any of them ^^'
You'll gain time
twt_thunder
@thunderpwn
Nov 27 2016 17:54
yea, I've read it several times my friend
but things that you think should work doesnt always
Elouan Martinet
@Exagone313
Nov 27 2016 21:10
I copied partially my etl (client) install to my laptop, I installed I believe all dependencies (checked https://aur.archlinux.org/packages/etlegacy32/ ), but I can't get it work. I get a black fullscreen with just the mouse and I can't access the commands to do a vid_restart. It enforces fullscreen even if I set r_mode -1 and r_fullscreen 0 by different ways in the command lines and exec cfg (+cmd, +set cmd, +seta cmd). Also I tried to run in a tty with DISPLAY correctly set but it does not seem to be supported. What can I do? Thanks for your help.
I have a gl error 0x500 after initializing shaders, I use the intel igpu
Elouan Martinet
@Exagone313
Nov 27 2016 21:19