Feature request: Multiple sky shader support.

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Feature request: Multiple sky shader support.

Postby penguin » Wed Apr 11, 2007 6:33 pm

Could we have multiple sky shader support?
I was making a map where one area was in space and the other was on earth. I saw the sky shaders and figured I could use one in one area (the mountain one) and another in another area (the green nebula space one).

I compile the map, load it up in nexuiz, both the space area and the earth area are using the space sky shader. This probably isn't too hard to fix so could that be done? (If using x texture display correct sky).

Also could there be a way to have diffrent gravity zones with diffrent "down"s? Might take abit of coding but would be worth it (everything takes coding). Could work like water brushes work: everything inside brush is in that gravity zone.

Could we also have more modles shipped with nexuiz, like skeletons and other things. I saw one in the 70MM map but wasn't sure if it was opensource so didn't use it. We also need trees, other games have trees. Some map had them, they should be added in.

Could there be a way to add new additional weapons in the map pk3? Maybe have a file that configs the new weapon (not a script, don't want pk3s to beable to execute arbitrary code and mess up things). Says what projectile it eats, what modle it shoots out of it's gun, what modle to use as the gun, if the projectile sticks to/into walls. Where from the gun modle does the projectile modle originate from. How fast does it travel, is it affected by gravity.

Thank you.
Also what is the entity limit in darkplaces? Is is 4K? Could it be raised, that limit can be hit with lights. DP is known to have very few limitations, here's a chance to remove another one.
penguin
Banned
 
Posts: 18
Joined: Wed Apr 11, 2007 6:23 pm

Postby divVerent » Wed Apr 11, 2007 8:49 pm

Actually, this is very hard to fix.

It may be easy (but still quite some work) to make the engine load multiple different textures to show as sky.

The hard part however is making q3map2 (the map compiler) support that. Currently it even adds the light values together when multiple q3map2_sun shaders are used (by actually spawning multiple suns that shine through any sky brush)!

Gravity zones won't come anytime soon, maybe in Nexuiz 3.0 which will run our own code on the client side. We could code it now, but movement would behave weird when you enter or leave the gravity zone... and the only way of fixing that would involve changing to CSQC, which is an incompatible change that would not let any existing clients run (but exactly that is planned for 3.0).

Adding weapons is impossible and not even planned. What is planned is a more flexible weapon system that allows the server admin to replace weapons, but allows the mapper to use more than the current 9 weapons. For example, the Quake weapons with some good models (well, only problem is where to get them) could be nice, or some weird weapons (Telefrag Gun :P).

The entity limit is 32k, however, lights are NOT seen as entities by the engine so they are not part of what is limited. No idea if the map compiler has its own limits though.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby penguin » Wed Apr 11, 2007 10:16 pm

Ah mostly good news, thanks :). Could the edit be made to allow the display of the multiple textures?

I have been hacking q3map2 abit to remove some artificial (non DP related) limits placed in (which DP doesn't have, though it seems to have some kind of limit on lighting or something... or maybe it's the compiler). Fixing q3map2 may be possible (well it is, might be easy, might be hard, depends on how they coded it).
penguin
Banned
 
Posts: 18
Joined: Wed Apr 11, 2007 6:23 pm

Postby 70mm13 » Thu Apr 12, 2007 12:45 am

the skeleton model you mentioned in the temple pit 70MM13 map is open source. if you look at the readme file in the pk3 you will find the credit for it. just include that readme file in your map and you can use it.

hope that helps
70mm13
Newbie
 
Posts: 4
Joined: Mon Apr 09, 2007 1:22 pm

Postby divVerent » Thu Apr 12, 2007 6:03 am

penguin wrote:Ah mostly good news, thanks :). Could the edit be made to allow the display of the multiple textures?


Not sure if it would be so important to implement that. Note that you can get almost the same effect using a _skybox entity with a very large scale.

I have been hacking q3map2 abit to remove some artificial (non DP related) limits placed in (which DP doesn't have, though it seems to have some kind of limit on lighting or something... or maybe it's the compiler). Fixing q3map2 may be possible (well it is, might be easy, might be hard, depends on how they coded it).


Nobody understands their code, so - no. :P

And DP for sure has no limit on the number of map lights... THIS excuse is not going to work for blueamuse :P as DP does not even see these entities. DP may have a limit for realtime lights, but these are not defined in the .map but in an extra .rtlights file. But most people do not use rtlights anyway (because of low FPS).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby penguin » Thu Apr 12, 2007 1:20 pm

I've searched the net for info about _skybox entities. Very little about them. Can you give me a quick rundown on how to use, where to put etc.

I would apreciate the using the diffrent textures for the corrisponding sky shader, would make DP more meaty. (The question shouldn't be is it worth it, it should be will this make DP more versitile and not take moving a mountain to accomlish)

I've been hacking on the q3map2 code, I understand it abit.
The map isn't blueamuse, it's my own new map which is very big so even using big lights hits limitations (lots of corridors etc).

My _blocksize now has to be in the 8000s to get the map to compile light (is this bad? slowdowns, or just makes light less infomainious... I want the vis to be as useful as possible as I removed the 2mb vis limit in the compiler)

70: is the skeleton's texture opensource too? Is it gpl compatable: IE: opensource but no restrictions on selling (say in part of a cd) etc. (Note: I don't do that, but it must not be restrictive there so it can go on linux distros).

If it's just an attribution license (BSD like) then it's fine :). I just want to make sure... see in the General Discussion area there is a music artist trying to "recind" his GPLing of some of his music to Adonthell (a GPL game) and I don't want to get into any disputes.
penguin
Banned
 
Posts: 18
Joined: Wed Apr 11, 2007 6:23 pm


Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron