.efx Files in Nexuiz?

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.efx Files in Nexuiz?

Postby Jedi_Mediator » Thu Feb 19, 2009 1:32 am

I've been modding the Q3 engine for quite a while now and have lots of experience with the types of files it uses (directly accessible sound and texture files, .map, .pk3 paks), but so far I've been unable to find one specific file type: .efx.

Does Nexuiz use the .efx file format for its effects? If it does, can I access and edit them (using the program EffectsEd)?
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Postby divVerent » Thu Feb 19, 2009 5:30 am

No, Nexuiz is not derived from the Q3 engine, and uses no .efx files.

Effects are stored in effectinfo.txt and particlefont.tga.
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.
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Postby Jedi_Mediator » Thu Feb 19, 2009 12:20 pm

What? Nexuiz is not derived from the Q3 engine, and yet it uses .map files and .pk3 files? I mod for the Q3 engine making maps in .map format all the time. The shader code format is even the same. I must have missed something...
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Postby esteel » Thu Feb 19, 2009 12:24 pm

Obviously :D
http://alientrap.org/nexuiz/information.php
Nexuiz is based on the Darkplaces engine, built on OpenGL technology. The darkplaces engine is an advanced Quake1 based engine developed mainly by Forest "LordHavoc" Hale, who has been working with the Quake1 engine for many years. A few of Darkplaces main features are Quake3bsp support, realtime lighting and shadowing, new particle effects, advanced menu system, and Md3 model support.

Darkplaces however can use many quake3 formats, among them pk3 (which is just a zip file) and bsp maps (.map is also not used by q3 directly but compiled to .bsp by radiant..)
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Postby halogene » Thu Feb 19, 2009 12:28 pm

Well Nexuiz uses the Darkplaces engine, which is based on the Quake1 Engine. So Quake3 and Nexuiz have the same "ancestors".

Just a quick answer, div or any active coder might give you a more detailed one if needed :wink:

Edit: oh esteel already did. Never mind me then.
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
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Postby Jedi_Mediator » Thu Feb 19, 2009 10:40 pm

So every single image for any particle effect in the game is stored in a single .tga file?

Wow...it could take a while to learn Notepad-based effects editing. The program EffectsEd gives me real-time previews, complete with graphics, shaders, and blendFuncs, so it's alot easier to edit effects--and even make new effects from scratch. You can see exactly how the effect will look before ever starting up the Q3 engine.

So where can I edit shaders? And are the deluxemap and offsetmap settings adjustable?
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Postby esteel » Fri Feb 20, 2009 8:46 am

Why don't you just try to explain what you want to do with those settings? Then it might be easier to help but sure there ARE settings for deluxe and offsetmapping
http://www.nexuizninjaz.com/toolz/cvar/ ... rch=deluxe
http://www.nexuizninjaz.com/toolz/cvar/ ... setmapping

I guess the .efx files in Q3 work quite similar to .shader files? Well that might be a nice idea for the future of Darkplaces.
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