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Saiaku

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Posts posted by Saiaku

  1. The reason I wanted to use the shader's timing is because I wanted the lights to turn on at the same time my day and night cycle runs.

    Entities seem to run out of sync from shaders even though they both start at the same time, but

     

    I guess an alternative is to drop my idea of automatic on/off and rather have them func_usable with anim stages and button instead.

    I'll try it out

  2. Hello.

     

    I have a shader that periodically appears that a light goes off and on.

    I would like to tie a light entity to it so that the light entity turns on at the same time the shader transitions.

     

    However, as far as I've experimented it seems that timing for shaders and game entities run differently, they become out of sync.

     

    So is there any way to directly connect the entity to the shader so that the light acts when the shader changes?

  3. It's possible.

    I've made a real analog clock with moving hands (no scripts), moving with the speed of real time. However it won't follow actual time of day. The hands will start at random positions, depending on server starting time.

     

    I also made a digital clock(military style 00:00 - 23:59) using scripts that move at a defined speed. Each day can last 20 minutes if want be.

  4. Fear not, I was able to solve it.

    Just looking into the base shaders for some similar cases, and I found what I was looking for.

     

    Here's the shader I ended up with.

    textures/a_afl_grand_skies/grand_skyobj_moon1
    {
    	surfaceparm	noimpact
    	surfaceparm	nomarks
    	surfaceparm	nonsolid
    	surfaceparm	trans
    	q3map_nolightmap
    	q3map_novertexshadows
        {
            map textures/a_afl_grand_skies/grand_skyobj_moon1b
            alphaFunc GE192
            blendFunc GL_ONE GL_ZERO
            glow
            rgbGen wave square 0 1 0 0.0007
            alphaGen wave square 0 1 0 0.0007
            tcMod scroll 0 0.0014
        }
    }
    

    rgbGen and alphaGen is used for hiding the moon during daytime in my map.

     

    Result:

    https://jkhub.org/images/4Bs814C.jpg

    https://jkhub.org/images/vQ0ryTz.jpg

     

    Thanks for reading.

    NumberWan likes this
  5. It looks like this now

    textures/a_afl_grand_skies/grand_skyobj_moon1
    {
    	surfaceparm	noimpact
    	surfaceparm	nomarks
    	surfaceparm	nonsolid
    	surfaceparm	trans
    	q3map_nolightmap
    	q3map_novertexshadows
        {
            map textures/a_afl_grand_skies/grand_skyobj_moon1a
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen wave square 0 1 0 0.0007
            tcMod scroll 0 0.0014
        }
    }
    

    The texture grand_skyobj_moon1 is just a black stripe with an arrow showing the orientation in the editor.

    The texture grand_skyobj_moon1a is black with the moon on it, which is gray.

    I've tried the same setup with a transparent background for the moon texture, without luck.

  6. I've been trying to make a grey moon that moves over the sky, but whatever I do with my shader, or if I use a jpg with black background or transparent background on png, the moon itself seems to be halfway transparent as well.

     

    Does anyone know the correct flags for such a shader?

     

    Thanks ^^

  7. Thanks for the insight.

     

    Too bad I can't manipulate the original vehicle, even with the driver inside.

    My ideal plan was to have a circle landing pad that could be rotated with the vehicle to turn it around in a narrow "hangar" (parking space).

    But maybe I have to look for other alternatives.. hmm :(

  8. Just an update.

     

    I've tried different methods, latest being trigger shipboundary to force the ship to move.

    Result is that the trigger somehows instakills the ship when no one is inside of it.

    And if someone really is inside of it, the camera will rotate, but ship not.

     

    Does anyone know about any maps that has this feature? I'd like to see how it is solved

  9. The ship is a vehicle, like x-wing, lambdashuttle.

    Would it work? I'll try and see what happens.

     

    Edit: I believe your method only works with static models, right? Not interactive ships that can land, take off, etc?

    In my attempt I was unsuccessful.

     

    I used a basic rotate script, though

    affect ( "rotatep", /*@AFFECT_TYPE*/ FLUSH )
    {
    	task ( "hps_rotate1" )
    	{
    		rotate ( < 0.000 180.000 0.000 >, 5000 );
    	}
    	do ( "hps_rotate1" );
    }
    
  10. Hellos.

     

    I've been trying to make a platform that you can land a ship onto, then use a button to rotate the ship around again for take-off.

    However func_rotate and scripted rotation does not seem to work at all.

    The plat rotates, the player model also, the ship does move, but it doesn't rotate.

     

    Any ideas how to solve this?

     

    Regards

  11. Personally been sticking to 1.4 and now 1.6.

    The only thing I wish these versions have, which 1.5 has is increased performance in the grid and camera-view (Laggy on large/detailed maps in 1.4 and 1.6 with cubic clipping off).

     

    One Q about 1.6.2 however: Does the q3map2 compiler have the latest additions such as increased memory handling?

  12. Yeah, Flash does that across browsers afaik, even on higher end machines. Have you tried turning off graphics acceleration on Chrome in chrome://flags? That might be worth pursueing at least. Other than that, well, yeah, your machine is a low-end phone. D:

     

    FireFox and flash can be a pain, that I know. But it also depends a lot on the individual flash player.

    Though flash has been riddled with serious glitches for years now, it's interesting to see how HTML will take its place, but adobe will probably won't let it go without a fight. W3C needs to speed the H up with the new standard, they are amazingly slow.

    Caelum likes this
  13. And the money google gives to mozilla to stay the main search engine is used on... candy? No, development, duh.

    FireFox is good, chrome is good, opera, hmm, not so sure. (note: I've had lecture at my college hosted by the main tester of Opera, so I've heard what it can do)

    FireFox crashes for some, chrome crashes for some.

    Some people don't like plugins, some do.

    Some programs are created by google, who has trillions of dollars and focuses extremely on performance and can access the best minds in the field, some companies don't have that money, and are created by the community.

     

    benchmarks are always taken with a grain of salt, numbers and figures don't speak much. It's what the user experiences which matters, and that's why everyone has their own taste, but firefox isn't as bad as you make it out to be.

    There are a billion reasons to go against google, due to their increasing surveilance and dominion on the net, but not worth mentioning.

     

    so call me maybe

    YOLO

  14. Lol it's not my fault if it crashes for you. Chrome can crash too.

    What's up with this glorification of chrome anyway? It's minimalistic, yeah, made by google, yeah, it might be faster in some fields, so? Google is great, but did you know they pay for FireFox to stay in development? FF is pretty good being made from volunteers and donations, while google is one of the richest companies in the world.

    As a developer, you'd want to see the CSS standard being followed, and firefox has a lot of good developer plugins, not only like firebug, but version control and so forth.

    I don't mean to swear my life to FF, I use chrome too, when I need it.

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