So, How can I make monitors?

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So, How can I make monitors?

Postby Trayer » Mon Dec 11, 2006 4:34 am

I'm a UT mapper, and moving to quake is a big change. But, regardless, I've been wanting to make monitors for a ctf level. Where you can see your flag stand from various monitors around the map. Or even for a DM map it'd be cool. I know in UT it was possible, but can Nexuiz do this at this point in time? If not, Render to Texture couldn't be that hard to program if you already got a bloom effect running right?. If it's not included I could take a shot at it myself, but be warned, my C++ is abysmal to say the least : P. If GLSL (Opengl shaders) are fully supported, I might just have enough brain to get it done though likely not :oops:.

*Post statement: I use QuArK for all my Quake mapping needs*
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Postby tZork » Mon Dec 11, 2006 7:36 am

afaik theres currently no way to do a mirror. The engine does use GLSL so lets hope you underrate you brainpowr ;) its writen in c, not c++ however.

Heres soem engine related links:
page: http://icculus.org/twilight/darkplaces/
download: http://icculus.org/twilight/darkplaces/download.html
cvs: cvs.icculus.org:/cvs/cvsroot/twilight
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Trayer » Mon Dec 11, 2006 9:09 pm

Well, Darkplaces has no Reference from what I've seen so it's time to get disecting : ). I can't guarentee at all, But atleast C doesn't have the classes of C++ to help confuse me ; ). I'll try taking a look, I don't know how clean the code is. It's a pretty old engine though I'm sure LordHavok must of optimized a lot, (I sure hope so at least). I'll download the latest (Dec 11) nexuizengine.zip and start looking.

I hope I can figure it out X_X; Though as I said if we have GLSL it shouldn't be overly difficult. I'd imagine the only reason it wouldn't have it already is priorities in different places (Optimization, Skeletal, Etc).

*Starting to research a little bit on Render to Texture, seems simple enough. Just now to incorporate it smoothly with DarkPlaces. See NVidia's opengl explanation Here.
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Postby Trayer » Wed Dec 13, 2006 2:48 am

Due to my general in-expierience with the engine, I'm not sure how I'd go about this. I know the basic idea there would be a "flag" .shader file of the geometry which would call upon the engine (rmain?) to begin the OpenGL Loop for Render to Texture based upon abit of info in the flag (Where it's looking etc). Though I don't know enough about Quake to know exactly how to implement this with their system. As I said shame the engine isn't documented as it would save a lot of trouble. I could keep looking into the engine, but if any more expierienced programmers want to take over, or at least give severe help it'd be gladly accepted. When a mainly 3D Artist is GPU programming expect the worst ;). I really hope someone else is willing to help pick this up as this feature would open many many doors for maps. Hell, I know enough ->QuakeC<- that I could probably attempt a Prey-style portal gun.
Last edited by Trayer on Wed Dec 13, 2006 2:58 am, edited 1 time in total.
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Postby Shoe » Wed Dec 13, 2006 2:54 am

That would be a really sweet piece of tech to throw into DP :) eyecandy ftw
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