domingo, 28 de octubre de 2012
Quake Live Offline Plus + (QLOPP)
http://jugamosparaelorto.foroargentina.net/t220-quake-live-offline-plus-qlopp
viernes, 26 de octubre de 2012
por si a alguien le interersa...
estoy buscando demos para hacer una fragmovie, el que tenga mande a lefede@ymail.com
y el usuario alien193 (http://www.youtube.com/user/alien193) tambien busca demos para lo mismo
y el usuario alien193 (http://www.youtube.com/user/alien193) tambien busca demos para lo mismo
wallpapers
charanguito hizo varios fondos de pantalla, MUY grosos
http://jugamosparaelorto.foroargentina.net/t205-hice-un-fondo-de-pantalla
por ahora hizo uno de un rocket, uno de Uriel, Doom y Sarge, va a hacer unos cuantos mas
http://jugamosparaelorto.foroargentina.net/t205-hice-un-fondo-de-pantalla
por ahora hizo uno de un rocket, uno de Uriel, Doom y Sarge, va a hacer unos cuantos mas
yo no entiendo...
...como es posible hacer cosas tan grosas
http://www.taringa.net/posts/hazlo-tu-mismo/15812349/El-Perla-Negra-a-escala-_construccion_.html
es increible, y yo como mucho puedo hacer un barco de origami, veanlo, vale la pena
pd. no estube posteando nada porque el blogger del orto deja de andar por razones desconocidas
http://www.taringa.net/posts/hazlo-tu-mismo/15812349/El-Perla-Negra-a-escala-_construccion_.html
es increible, y yo como mucho puedo hacer un barco de origami, veanlo, vale la pena
pd. no estube posteando nada porque el blogger del orto deja de andar por razones desconocidas
jueves, 18 de octubre de 2012
sábado, 13 de octubre de 2012
un script para wolfcam
uno de los primeros (y pocos) que hice, por si alguien quiere usarlo, eso si, denme el credito hijos de puta :P está basado en el script de jones
////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
weapon/rocket/flash {
color 1 0.20 0
size 400 + rand*32
light
}
weapon/rocket/projectile {
// wolfcam need to do model rotation yourself
// wolfcam add size option when adding models
model "models/ammo/rocket/rocket.md3"
rotate time * 1000 / 4
size 1
dirModel
loopSound "sound/weapons/rocket/rockfly.wav"
}
weapon/rocket/trail {
// world glow
color 1 0 0
size 500
Light
// flame trail
color 1 0.10 0
alpha 0.80
shader flareShader
interval 0.003 {
normalize dir v0
inverse v0
wobble v0 velocity 5 + rand*10
scale velocity velocity 75 + rand*50
emitter 0.6 + rand*0.5 {
size 13 * ( 1 - 0.5 * lerp * 1.5 )
colorFade 0.005
moveGravity 0
Sprite
}
}
}
weapon/rocket/impact {
vibrate 70
sound sound/weapons/rocket/rocklx1a.wav
shader gfx/damage/burn_med_mrk
size 64
Decal
// animating sprite of the explosion
shader rocketExplosion
size 40
color 1 0 0
emitter 1 {
// size will goto zero after 0.5 of the time
Sprite
size 300 * clip(2 - 2*lerp)
Light
}
// Particles
color 1 1 0
alpha 0.8
shader flareShader
repeat 20 {
random velocity
scale velocity velocity 250 + rand*50
size 1 + rand*2.5
emitter 1 + rand*0.5 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
color 1 0.20 0
alpha 0.90
shader flareShader
repeat 20 {
random velocity
scale velocity velocity 250 + rand*50
size 1 + rand*2.5
emitter 1 + rand*0.5 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
color 1 0.25 0
alpha 0.8
shader flareShader
repeat 20 {
random velocity
scale velocity velocity 250 + rand*50
size 1 + rand*2.5
emitter 1 + rand*0.5 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
}
////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
// --------------------------------------------------------------------------------------
// ----- PLASMA -------------------------------------------------------------------------
// --------------------------------------------------------------------------------------
// input: origin, team, clientnum, enemy, teammate, ineyes
weapon/plasma/flash {
color 1 0 0
size 200 + rand * 25
Light
}
// input: velocity, dir, rotate, origin, angles, axis, size
weapon/plasma/projectile {
loopSound "sound/weapons/plasma/lasfly.wav"
// world glow
size 125
color 0.35 0.35 1
Light
// 4x twisting flame
t0 360 / pi
t1 cos( t0 * time * pi * 2 )
t2 sin( t0 * time * pi * 2 )
normalize dir v2
inverse v2
perpendicular dir v0
cross v2 v0 v1
shader flareShader
distance 6 + 1 * rand {
scale v2 v2 0.6 + 0.6 * rand
repeat 4 {
if loopcount = 0 {
scale v0 v3 t2
scale v1 v4 t2
subScale v4 v0 v5 t1
addScale v3 v1 v5 t1
}
if loopcount = 1 {
scale v0 v3 -t2
scale v1 v4 -t2
addScale v4 v0 v5 t1
subScale v3 v1 v5 t1
}
if loopcount = 2 {
scale v0 v3 t1
scale v1 v4 t1
subScale v4 v0 v5 t2
addScale v3 v1 v5 -t2
}
if loopcount = 3 {
scale v0 v3 -t1
scale v1 v4 -t1
subScale v4 v0 v5 -t2
addScale v3 v1 v5 t2
}
add v2 v5 v6
addScale parentVelocity v6 velocity 75 + 50 * rand
emitter 0.3 * rand * rand {
t3 5 + 0.5 * crand
size t3 - t3 * ( 0.5 * lerp )
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
moveBounce 0.1 0.1
Sprite cullNear
}
}
// random flares
t4 3 + 0.5 * crand
random v7
addScale parentVelocity v7 velocity 75 + rand * 50
emitter 0.3 * rand * rand {
size t4 - t4 * lerp
red 0.2 - lerp * 0.1
green 0.2 + lerp * 0.2
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
moveBounce 0.1 0.1
Sprite cullNear
}
}
}
// input: origin, angles, velocity, dir, axis
weapon/plasma/trail {
// inverse flame
shader flareShader
distance 6 + 2 * rand {
normalize dir v0
inverse v0
addScale parentVelocity v0 velocity 200 + rand * 75
emitter 0.35 * rand * rand {
t0 20 - 2 * rand
size t0 - t0 * ( 0.5 * lerp )
width size - size * lerp
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
Spark cullNear
}
// inverse flares
normalize dir v1
inverse v1
addScale parentVelocity v1 velocity 250 + rand * 75
emitter 0.3 * rand * rand {
t1 8 - 2 * rand
size t1 - t1 * ( 0.5 * lerp )
width size - size * lerp
red 0.2 - lerp * 0.1
green 0.2 + lerp * 0.2
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
Spark cullNear
}
}
}
// input: origin, dir, surfacetype
weapon/plasma/impact {
vibrate 5
sound sound/weapons/plasma/plasmx1a.wav
shader plasmaExplosion
model models/weaphits/ring02.md3
rotate rand * 360
emitter 0.5 {
dirModel
}
copy origin parentOrigin
copy velocity parentVelocity
normalize dir v2
perpendicular dir v0
cross v0 v2 v1
t0 180 / pi
t1 pi * 2
t2 25 - 5 * rand
shader flareShader
repeat 30 + rand * 40 {
random dir
addScale parentVelocity dir velocity 350 * rand
width 2 + 1 * rand
emitter 0.7 * rand + rand * 0.4 {
size 20 - lerp * 20
color 1 0 0
colorFade 0.8
moveBounce 150 0.8
Spark
}
}
repeat 20 + 10 * rand {
t3 cos( t0 * loop * t1 )
t4 sin( t0 * loop * t1 )
scale v0 v3 10 * t3
addScale v3 v1 v4 10 * t4
add parentOrigin v4 origin
t5 5 * -sin( t0 * loop * t1 )
t6 5 * cos( t0 * loop * t1 )
scale v0 v5 t5
addScale v5 v1 v6 t6
scale v2 v7 5 * rand
add v6 v7 v8
addScale parentVelocity v8 velocity 25
emitter 0.2 + 0.1 * rand {
size t2 - t2 * ( 0.5 * lerp * 1.5 )
width size - size * ( 0.5 * lerp * 1.5 )
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveBounce 1 1
moveGravity 0
Spark cullNear
}
}
repeat 20 + 10 * rand {
t3 cos( t0 * loop * t1 )
t4 sin( t0 * loop * t1 )
scale v0 v3 10 * t3
addScale v3 v1 v4 10 * t4
add parentOrigin v4 origin
t5 5 * -sin( t0 * loop * t1 )
t6 5 * cos( t0 * loop * t1 )
scale v0 v5 t5
addScale v5 v1 v6 t6
scale v2 v7 5 * rand
add v6 v7 v8
addScale parentVelocity v8 velocity 25
emitter 0.2 + 0.2 * rand {
size t2 - t2 * ( 0.5 * lerp * 1.5 )
width size - size * ( 0.5 * lerp * 1.5 )
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveBounce 1 1
moveGravity 0
Spark cullNear
}
}
}
// input: origin, dir, team, clientnum, enemy, teammate, ineyes
weapon/plasma/impactflesh {
shader flareShader
repeat 30 + rand * 40 {
random dir
addScale parentVelocity dir velocity 350 * rand
width 2 + 1 * rand
emitter 0.2 * rand + rand * 0.4 {
size 20 - lerp * 20
color 1 0 0
colorFade 0.8
moveBounce 150 0.8
Spark
}
}
}
// --------------------------------------------------------------------------------------
// ----- LG -----------------------------------------------------------------------------
// --------------------------------------------------------------------------------------
weapon/lightning/flash {
color 1 0 0
size 300 + rand*32
light
}
weapon/lightning/impact {
vibrate 5
soundList {
sound/weapons/lightning/lg_hit.wav
sound/weapons/lightning/lg_hit2.wav
sound/weapons/lightning/lg_hit3.wav
}
// sparks - controla la marca
shader flareShader
alpha 0
color 1 0.1 0
repeat 1 {
wobble dir velocity 5 + rand*25
scale velocity velocity 250 + rand*50
size 1 + rand*4
emitter 1 + rand*0.25 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
// controla las chispas q salen
shader flareShader
alpha 0.8
color 1 0 0
repeat 1 {
wobble dir velocity 5 + rand*25
scale velocity velocity 100 + rand*50
size 1 + rand*2
emitter 1 + rand*0.25 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
// hole mark shader decal
shader gfx/damage/hole_lg_mrk
size 10
decal
}
////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////// ///////////////////////////////////////////////////////////
//////////////////// STUFF ///////////////////////////////////////////////////////////
//////////////////// ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// q3mme example scripts combined into one file with example changes to make
// it compatible with wolfcam
// wolfcam additional inputs to some scripts are:
// team 0 free, 1 red, 2 blue, 3 spectator
// clientnum
// enemy 1 if enemy of whoever is being specced in demo
// teammate
// ineyes 1 if first person view is with this player
// surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
// 3 dust
//
/////////////////////////////////////////////////////
// Some general fx script you could use in the effects editor when really bored
mme/decal {
Trace
decalTemp
}
mme/quad {
quad
}
mme/model {
anglesModel
}
// Talk sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/talk {
if ineyes != 1 {
size 10
shader sprites/balloon3
Sprite
}
}
// Impressive sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/impressive {
if ineyes != 1 {
size 10
shader medal_impressive
Sprite
}
}
// Excellent sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/excellent {
if ineyes != 1 {
size 10
shader medal_excellent
Sprite
}
}
// Holy shit medal from ra3
// input: origin, team, clientnum, enemy, teammate, ineyes
player/holyshit {
if ineyes != 1 {
size 10
shader medal_holyshit
Sprite
}
}
// Accuracy medal
// input: origin, team, clientnum, enemy, teammate, ineyes
player/accuracy {
if ineyes != 1 {
size 10
shader medal_accuracy
Sprite
}
}
// Gauntlet sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/gauntlet {
if ineyes != 1 {
size 10
shader medal_gauntlet
Sprite
}
}
// connection sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/connection {
if ineyes != 1 {
size 10
shader disconnected
Sprite
}
}
// haste/speed trail
// input: origin, angles, velocity, dir (normalized), team, clientnum,
// enemy, teammate, ineyes
player/haste {
interval 0.1 {
shader hasteSmokePuff
emitter 0.5 {
size 6 + 10 * wave( 0.5 * lerp )
alphaFade 0
sprite cullNear
}
}
}
// flight trail -- wolfcam addition, not in q3mme
// input: origin, angles, velocity, dir (normalized), team, clientnum,
// enemy, teammate, ineyes
player/flight {
interval 0.1 {
shader hasteSmokePuff
emitter 0.5 {
size 6 + 10 * wave( 0.5 * lerp )
alphaFade 0
sprite cullNear
}
}
}
// wolfcam addition, not in q3mme:
//
// player/head/trail
// player/torso/trail
// player/legs/trail
//
// input: origin, angles, velocity, dir (normalized), team, clientnum,
// enemy, teammate, ineyes
//player/legs/trail {
// interval 0.1 {
// shader sprites/balloon3
// emitter 0.5 {
// size 6 + 10 * wave( 0.5 * lerp )
// alphaFade 0
// sprite cullNear
// }
// }
//}
// teleport in effect and sound effect
// input: origin
player/teleportIn {
sound sound/world/telein.wav
// Show the fading spawn tube for 0.5 seconds
//model models/misc/telep.md3
// wolfcam ql uses different model
model models/powerups/pop.md3
//shader teleportEffect // wolfcam for ql don't add shader
emitter 0.5 {
colorFade 0
anglesModel
}
}
// teleport out effect and sound effect
// input: origin
player/teleportOut {
sound sound/world/teleout.wav
//Show the fading spawn tube for 0.5 seconds
//model models/misc/telep.md3
// wolfcam ql uses different model
model models/powerups/pop.md3
//shader teleportEffect // wolfcam for ql don't add shader
emitter 0.5 {
colorFade 0
anglesModel
}
}
// Explode the body into gibs
// input: origin, velocity, team, clientnum, enemy, teammate, ineyes
//
// wolfcam: guessing that velocity corresponds to player
player/gibbed {
if cl_useq3gibs {
sound sound/player/gibsplt1.wav
repeat 11 {
//Huge list of different body parts that get thrown away
modellist loop {
// wolfcam gibs located in different directory
//models/gibs/abdomen.md3
//models/gibs/arm.md3
//models/gibs/chest.md3
//models/gibs/fist.md3
//models/gibs/foot.md3
//models/gibs/forearm.md3
//models/gibs/intestine.md3
//models/gibs/leg.md3
//models/gibs/leg.md3
//models/gibs/skull.md3
//models/gibs/brain.md3
models/gibsq3/abdomen.md3
models/gibsq3/arm.md3
models/gibsq3/chest.md3
models/gibsq3/fist.md3
models/gibsq3/foot.md3
models/gibsq3/forearm.md3
models/gibsq3/intestine.md3
models/gibsq3/leg.md3
models/gibsq3/leg.md3
models/gibsq3/skull.md3
models/gibsq3/brain.md3
}
// aim v0 in random direction, giving more height to upwards vector and scale add to velocity
random v0
v02 v02+1
addScale parentVelocity v0 velocity 350
yaw 360*rand
pitch 360*rand
roll 360*rand
emitter 5 + rand*3 {
sink 0.9 50
moveBounce 800 0.6
anglesModel
impact 50 {
// wolfcam need to add gib splat sounds yourself
if rand < 0.5 {
t0 rand * 3
if t0 < 3 {
sound sound/player/gibimp3.wav
} else if t0 < 2 {
sound sound/player/gibimp2.wav
} else {
sound sound/player/gibimp1.wav
}
}
size 16 + rand*32
//shader bloodMark
// wolfcam
shader q3bloodMark
decal alpha
}
distance 20 {
// Slowly sink downwards
clear velocity
velocity2 -10
rotate rand*360
//shader bloodTrail
// wolfcam
shader q3bloodTrail
emitter 2 {
moveGravity 0
alphaFade 0
rotate rotate + 10*lerp
size 8 + 10*lerp
sprite
}
}
}
}
} else {
t0 rand * 4
if t0 < 4 {
sound sound/misc/electrogib_04.ogg
} else if t0 < 3 {
sound sound/misc/electrogib_03.ogg
} else if t0 < 2 {
sound sound/misc/electrogib_02.ogg
} else {
sound sound/misc/electrogib_01.ogg
}
// death effect
shader deathEffect
size 100
copy velocity v3
clear velocity
emitter 0.5 {
sprite
}
copy v3 velocity
shaderClear
repeat 15 {
// aim v0 in random direction, giving more height to upwards vector and scale add to velocity
random v0
v02 v02+1
addScale parentVelocity v0 velocity 350
yaw 360*rand
pitch 360*rand
roll 360*rand
model models/gibs/sphere.md3
size 1
emitter 1 + rand*0.5 {
sink 0.9 50
moveBounce 800 0.6
anglesModel
impact 50 {
if rand < 0.5 {
t0 rand * 4
if t0 < 4 {
sound sound/misc/electrogib_bounce_04.ogg
} else if t0 < 3 {
sound sound/misc/electrogib_bounce_03.ogg
} else if t0 < 2 {
sound sound/misc/electrogib_bounce_02.ogg
} else {
sound sound/misc/electrogib_bounce_01.ogg
}
}
//size 16 + rand*32
//shader bloodMark
//decal alpha
}
distance 20 {
clear velocity
shader wc/tracer
size 2.5 + rand * 1
color 0 1 0
emitter 0.5 {
red lerp
rotate rotate + 10*lerp
//size 8 + 10*lerp
sprite
}
}
}
}
}
}
// Freezetag thaw
// input: origin, velocity, team, clientnum, enemy, teammate, ineyes
//
// wolfcam: guessing that velocity corresponds to player
//
// player/thawed {}
// General weapon effects
// flash is a 0.25 second event after a weapon is fired
// fire is a single event when weapon is fired
// impact is for weapons impact on something or explode like gr enades
// trail is a single event for weapons without projectiles or a
// constant event when projectile is in motion projectile is for
// rendering the specific projectile
// wolfcam: the other ql weapons also available as 'nailgun', 'prox',
// and 'chaingun'
// wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
// scripts. ex: weapon/plasma/impactflesh
// inputs for 'impactflesh' are: origin and dir
//
// If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
// will be checked. 'weapon/common/impactFlesh' would be a good place to
// place custom hit sparks.
// input: origin, dir, team, clientnum, enemy, teammate, ineyes
//weapon/common/impactFlesh {
// shader flareShader
// size 5
// color 1 0 1
// emitter 4 {
// //origin2 origin2 + lerp * 8
// velocity2 200
// moveGravity 0
// Sprite
// }
//}
//General weapon effects
//flash is a 0.25 second event after a weapon is fired
//fire is a single event when weapon is fired
//impact is for weapons impact on something or explode like gr enades
//trail is a single event for weapons without projectiles or a constant event when projectile is in motion
//projectile is for rendering the specific projectile
//Bubbles in the water
//input origin
weapon/common/bubbles {
shader waterbubble
distance 5+rand*10 {
size 1 + rand * 2
random dir
addScale origin dir origin 10 * rand
emitter 1+rand*0.25 {
alphaFade 0
origin2 origin2 + lerp * 8
Sprite
}
}
}
//////////////////////////////////////////////////////////
weapon/gauntlet/flash {
color 0.3 0.3 0.5
size 150 + rand * 32
Light
shader flareShader
repeat 5 + rand * 10 {
random dir
addScale parentVelocity dir velocity 300 * rand
width 0.5 + 0.4 * rand
emitter 0.1 * rand + rand * 0.3 {
size 3 - lerp * 0.2
color 1 1 0.1
colorFade 1
moveBounce 400 0.1
spark
}
}
}
////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
weapon/rocket/flash {
color 1 0.20 0
size 400 + rand*32
light
}
weapon/rocket/projectile {
// wolfcam need to do model rotation yourself
// wolfcam add size option when adding models
model "models/ammo/rocket/rocket.md3"
rotate time * 1000 / 4
size 1
dirModel
loopSound "sound/weapons/rocket/rockfly.wav"
}
weapon/rocket/trail {
// world glow
color 1 0 0
size 500
Light
// flame trail
color 1 0.10 0
alpha 0.80
shader flareShader
interval 0.003 {
normalize dir v0
inverse v0
wobble v0 velocity 5 + rand*10
scale velocity velocity 75 + rand*50
emitter 0.6 + rand*0.5 {
size 13 * ( 1 - 0.5 * lerp * 1.5 )
colorFade 0.005
moveGravity 0
Sprite
}
}
}
weapon/rocket/impact {
vibrate 70
sound sound/weapons/rocket/rocklx1a.wav
shader gfx/damage/burn_med_mrk
size 64
Decal
// animating sprite of the explosion
shader rocketExplosion
size 40
color 1 0 0
emitter 1 {
// size will goto zero after 0.5 of the time
Sprite
size 300 * clip(2 - 2*lerp)
Light
}
// Particles
color 1 1 0
alpha 0.8
shader flareShader
repeat 20 {
random velocity
scale velocity velocity 250 + rand*50
size 1 + rand*2.5
emitter 1 + rand*0.5 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
color 1 0.20 0
alpha 0.90
shader flareShader
repeat 20 {
random velocity
scale velocity velocity 250 + rand*50
size 1 + rand*2.5
emitter 1 + rand*0.5 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
color 1 0.25 0
alpha 0.8
shader flareShader
repeat 20 {
random velocity
scale velocity velocity 250 + rand*50
size 1 + rand*2.5
emitter 1 + rand*0.5 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
}
////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
// --------------------------------------------------------------------------------------
// ----- PLASMA -------------------------------------------------------------------------
// --------------------------------------------------------------------------------------
// input: origin, team, clientnum, enemy, teammate, ineyes
weapon/plasma/flash {
color 1 0 0
size 200 + rand * 25
Light
}
// input: velocity, dir, rotate, origin, angles, axis, size
weapon/plasma/projectile {
loopSound "sound/weapons/plasma/lasfly.wav"
// world glow
size 125
color 0.35 0.35 1
Light
// 4x twisting flame
t0 360 / pi
t1 cos( t0 * time * pi * 2 )
t2 sin( t0 * time * pi * 2 )
normalize dir v2
inverse v2
perpendicular dir v0
cross v2 v0 v1
shader flareShader
distance 6 + 1 * rand {
scale v2 v2 0.6 + 0.6 * rand
repeat 4 {
if loopcount = 0 {
scale v0 v3 t2
scale v1 v4 t2
subScale v4 v0 v5 t1
addScale v3 v1 v5 t1
}
if loopcount = 1 {
scale v0 v3 -t2
scale v1 v4 -t2
addScale v4 v0 v5 t1
subScale v3 v1 v5 t1
}
if loopcount = 2 {
scale v0 v3 t1
scale v1 v4 t1
subScale v4 v0 v5 t2
addScale v3 v1 v5 -t2
}
if loopcount = 3 {
scale v0 v3 -t1
scale v1 v4 -t1
subScale v4 v0 v5 -t2
addScale v3 v1 v5 t2
}
add v2 v5 v6
addScale parentVelocity v6 velocity 75 + 50 * rand
emitter 0.3 * rand * rand {
t3 5 + 0.5 * crand
size t3 - t3 * ( 0.5 * lerp )
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
moveBounce 0.1 0.1
Sprite cullNear
}
}
// random flares
t4 3 + 0.5 * crand
random v7
addScale parentVelocity v7 velocity 75 + rand * 50
emitter 0.3 * rand * rand {
size t4 - t4 * lerp
red 0.2 - lerp * 0.1
green 0.2 + lerp * 0.2
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
moveBounce 0.1 0.1
Sprite cullNear
}
}
}
// input: origin, angles, velocity, dir, axis
weapon/plasma/trail {
// inverse flame
shader flareShader
distance 6 + 2 * rand {
normalize dir v0
inverse v0
addScale parentVelocity v0 velocity 200 + rand * 75
emitter 0.35 * rand * rand {
t0 20 - 2 * rand
size t0 - t0 * ( 0.5 * lerp )
width size - size * lerp
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
Spark cullNear
}
// inverse flares
normalize dir v1
inverse v1
addScale parentVelocity v1 velocity 250 + rand * 75
emitter 0.3 * rand * rand {
t1 8 - 2 * rand
size t1 - t1 * ( 0.5 * lerp )
width size - size * lerp
red 0.2 - lerp * 0.1
green 0.2 + lerp * 0.2
blue 0.9 + lerp * 0.1
colorFade 0
moveGravity 0
Spark cullNear
}
}
}
// input: origin, dir, surfacetype
weapon/plasma/impact {
vibrate 5
sound sound/weapons/plasma/plasmx1a.wav
shader plasmaExplosion
model models/weaphits/ring02.md3
rotate rand * 360
emitter 0.5 {
dirModel
}
copy origin parentOrigin
copy velocity parentVelocity
normalize dir v2
perpendicular dir v0
cross v0 v2 v1
t0 180 / pi
t1 pi * 2
t2 25 - 5 * rand
shader flareShader
repeat 30 + rand * 40 {
random dir
addScale parentVelocity dir velocity 350 * rand
width 2 + 1 * rand
emitter 0.7 * rand + rand * 0.4 {
size 20 - lerp * 20
color 1 0 0
colorFade 0.8
moveBounce 150 0.8
Spark
}
}
repeat 20 + 10 * rand {
t3 cos( t0 * loop * t1 )
t4 sin( t0 * loop * t1 )
scale v0 v3 10 * t3
addScale v3 v1 v4 10 * t4
add parentOrigin v4 origin
t5 5 * -sin( t0 * loop * t1 )
t6 5 * cos( t0 * loop * t1 )
scale v0 v5 t5
addScale v5 v1 v6 t6
scale v2 v7 5 * rand
add v6 v7 v8
addScale parentVelocity v8 velocity 25
emitter 0.2 + 0.1 * rand {
size t2 - t2 * ( 0.5 * lerp * 1.5 )
width size - size * ( 0.5 * lerp * 1.5 )
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveBounce 1 1
moveGravity 0
Spark cullNear
}
}
repeat 20 + 10 * rand {
t3 cos( t0 * loop * t1 )
t4 sin( t0 * loop * t1 )
scale v0 v3 10 * t3
addScale v3 v1 v4 10 * t4
add parentOrigin v4 origin
t5 5 * -sin( t0 * loop * t1 )
t6 5 * cos( t0 * loop * t1 )
scale v0 v5 t5
addScale v5 v1 v6 t6
scale v2 v7 5 * rand
add v6 v7 v8
addScale parentVelocity v8 velocity 25
emitter 0.2 + 0.2 * rand {
size t2 - t2 * ( 0.5 * lerp * 1.5 )
width size - size * ( 0.5 * lerp * 1.5 )
red 0.2 - lerp * 0.1
green 0.2 - lerp * 0.1
blue 0.9 + lerp * 0.1
colorFade 0
moveBounce 1 1
moveGravity 0
Spark cullNear
}
}
}
// input: origin, dir, team, clientnum, enemy, teammate, ineyes
weapon/plasma/impactflesh {
shader flareShader
repeat 30 + rand * 40 {
random dir
addScale parentVelocity dir velocity 350 * rand
width 2 + 1 * rand
emitter 0.2 * rand + rand * 0.4 {
size 20 - lerp * 20
color 1 0 0
colorFade 0.8
moveBounce 150 0.8
Spark
}
}
}
// --------------------------------------------------------------------------------------
// ----- LG -----------------------------------------------------------------------------
// --------------------------------------------------------------------------------------
weapon/lightning/flash {
color 1 0 0
size 300 + rand*32
light
}
weapon/lightning/impact {
vibrate 5
soundList {
sound/weapons/lightning/lg_hit.wav
sound/weapons/lightning/lg_hit2.wav
sound/weapons/lightning/lg_hit3.wav
}
// sparks - controla la marca
shader flareShader
alpha 0
color 1 0.1 0
repeat 1 {
wobble dir velocity 5 + rand*25
scale velocity velocity 250 + rand*50
size 1 + rand*4
emitter 1 + rand*0.25 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
// controla las chispas q salen
shader flareShader
alpha 0.8
color 1 0 0
repeat 1 {
wobble dir velocity 5 + rand*25
scale velocity velocity 100 + rand*50
size 1 + rand*2
emitter 1 + rand*0.25 {
colorFade 0.75
Sprite
moveBounce 400 0.75
}
}
// hole mark shader decal
shader gfx/damage/hole_lg_mrk
size 10
decal
}
////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////// ///////////////////////////////////////////////////////////
//////////////////// STUFF ///////////////////////////////////////////////////////////
//////////////////// ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// q3mme example scripts combined into one file with example changes to make
// it compatible with wolfcam
// wolfcam additional inputs to some scripts are:
// team 0 free, 1 red, 2 blue, 3 spectator
// clientnum
// enemy 1 if enemy of whoever is being specced in demo
// teammate
// ineyes 1 if first person view is with this player
// surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
// 3 dust
//
/////////////////////////////////////////////////////
// Some general fx script you could use in the effects editor when really bored
mme/decal {
Trace
decalTemp
}
mme/quad {
quad
}
mme/model {
anglesModel
}
// Talk sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/talk {
if ineyes != 1 {
size 10
shader sprites/balloon3
Sprite
}
}
// Impressive sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/impressive {
if ineyes != 1 {
size 10
shader medal_impressive
Sprite
}
}
// Excellent sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/excellent {
if ineyes != 1 {
size 10
shader medal_excellent
Sprite
}
}
// Holy shit medal from ra3
// input: origin, team, clientnum, enemy, teammate, ineyes
player/holyshit {
if ineyes != 1 {
size 10
shader medal_holyshit
Sprite
}
}
// Accuracy medal
// input: origin, team, clientnum, enemy, teammate, ineyes
player/accuracy {
if ineyes != 1 {
size 10
shader medal_accuracy
Sprite
}
}
// Gauntlet sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/gauntlet {
if ineyes != 1 {
size 10
shader medal_gauntlet
Sprite
}
}
// connection sprite
// input: origin, team, clientnum, enemy, teammate, ineyes
player/connection {
if ineyes != 1 {
size 10
shader disconnected
Sprite
}
}
// haste/speed trail
// input: origin, angles, velocity, dir (normalized), team, clientnum,
// enemy, teammate, ineyes
player/haste {
interval 0.1 {
shader hasteSmokePuff
emitter 0.5 {
size 6 + 10 * wave( 0.5 * lerp )
alphaFade 0
sprite cullNear
}
}
}
// flight trail -- wolfcam addition, not in q3mme
// input: origin, angles, velocity, dir (normalized), team, clientnum,
// enemy, teammate, ineyes
player/flight {
interval 0.1 {
shader hasteSmokePuff
emitter 0.5 {
size 6 + 10 * wave( 0.5 * lerp )
alphaFade 0
sprite cullNear
}
}
}
// wolfcam addition, not in q3mme:
//
// player/head/trail
// player/torso/trail
// player/legs/trail
//
// input: origin, angles, velocity, dir (normalized), team, clientnum,
// enemy, teammate, ineyes
//player/legs/trail {
// interval 0.1 {
// shader sprites/balloon3
// emitter 0.5 {
// size 6 + 10 * wave( 0.5 * lerp )
// alphaFade 0
// sprite cullNear
// }
// }
//}
// teleport in effect and sound effect
// input: origin
player/teleportIn {
sound sound/world/telein.wav
// Show the fading spawn tube for 0.5 seconds
//model models/misc/telep.md3
// wolfcam ql uses different model
model models/powerups/pop.md3
//shader teleportEffect // wolfcam for ql don't add shader
emitter 0.5 {
colorFade 0
anglesModel
}
}
// teleport out effect and sound effect
// input: origin
player/teleportOut {
sound sound/world/teleout.wav
//Show the fading spawn tube for 0.5 seconds
//model models/misc/telep.md3
// wolfcam ql uses different model
model models/powerups/pop.md3
//shader teleportEffect // wolfcam for ql don't add shader
emitter 0.5 {
colorFade 0
anglesModel
}
}
// Explode the body into gibs
// input: origin, velocity, team, clientnum, enemy, teammate, ineyes
//
// wolfcam: guessing that velocity corresponds to player
player/gibbed {
if cl_useq3gibs {
sound sound/player/gibsplt1.wav
repeat 11 {
//Huge list of different body parts that get thrown away
modellist loop {
// wolfcam gibs located in different directory
//models/gibs/abdomen.md3
//models/gibs/arm.md3
//models/gibs/chest.md3
//models/gibs/fist.md3
//models/gibs/foot.md3
//models/gibs/forearm.md3
//models/gibs/intestine.md3
//models/gibs/leg.md3
//models/gibs/leg.md3
//models/gibs/skull.md3
//models/gibs/brain.md3
models/gibsq3/abdomen.md3
models/gibsq3/arm.md3
models/gibsq3/chest.md3
models/gibsq3/fist.md3
models/gibsq3/foot.md3
models/gibsq3/forearm.md3
models/gibsq3/intestine.md3
models/gibsq3/leg.md3
models/gibsq3/leg.md3
models/gibsq3/skull.md3
models/gibsq3/brain.md3
}
// aim v0 in random direction, giving more height to upwards vector and scale add to velocity
random v0
v02 v02+1
addScale parentVelocity v0 velocity 350
yaw 360*rand
pitch 360*rand
roll 360*rand
emitter 5 + rand*3 {
sink 0.9 50
moveBounce 800 0.6
anglesModel
impact 50 {
// wolfcam need to add gib splat sounds yourself
if rand < 0.5 {
t0 rand * 3
if t0 < 3 {
sound sound/player/gibimp3.wav
} else if t0 < 2 {
sound sound/player/gibimp2.wav
} else {
sound sound/player/gibimp1.wav
}
}
size 16 + rand*32
//shader bloodMark
// wolfcam
shader q3bloodMark
decal alpha
}
distance 20 {
// Slowly sink downwards
clear velocity
velocity2 -10
rotate rand*360
//shader bloodTrail
// wolfcam
shader q3bloodTrail
emitter 2 {
moveGravity 0
alphaFade 0
rotate rotate + 10*lerp
size 8 + 10*lerp
sprite
}
}
}
}
} else {
t0 rand * 4
if t0 < 4 {
sound sound/misc/electrogib_04.ogg
} else if t0 < 3 {
sound sound/misc/electrogib_03.ogg
} else if t0 < 2 {
sound sound/misc/electrogib_02.ogg
} else {
sound sound/misc/electrogib_01.ogg
}
// death effect
shader deathEffect
size 100
copy velocity v3
clear velocity
emitter 0.5 {
sprite
}
copy v3 velocity
shaderClear
repeat 15 {
// aim v0 in random direction, giving more height to upwards vector and scale add to velocity
random v0
v02 v02+1
addScale parentVelocity v0 velocity 350
yaw 360*rand
pitch 360*rand
roll 360*rand
model models/gibs/sphere.md3
size 1
emitter 1 + rand*0.5 {
sink 0.9 50
moveBounce 800 0.6
anglesModel
impact 50 {
if rand < 0.5 {
t0 rand * 4
if t0 < 4 {
sound sound/misc/electrogib_bounce_04.ogg
} else if t0 < 3 {
sound sound/misc/electrogib_bounce_03.ogg
} else if t0 < 2 {
sound sound/misc/electrogib_bounce_02.ogg
} else {
sound sound/misc/electrogib_bounce_01.ogg
}
}
//size 16 + rand*32
//shader bloodMark
//decal alpha
}
distance 20 {
clear velocity
shader wc/tracer
size 2.5 + rand * 1
color 0 1 0
emitter 0.5 {
red lerp
rotate rotate + 10*lerp
//size 8 + 10*lerp
sprite
}
}
}
}
}
}
// Freezetag thaw
// input: origin, velocity, team, clientnum, enemy, teammate, ineyes
//
// wolfcam: guessing that velocity corresponds to player
//
// player/thawed {}
// General weapon effects
// flash is a 0.25 second event after a weapon is fired
// fire is a single event when weapon is fired
// impact is for weapons impact on something or explode like gr enades
// trail is a single event for weapons without projectiles or a
// constant event when projectile is in motion projectile is for
// rendering the specific projectile
// wolfcam: the other ql weapons also available as 'nailgun', 'prox',
// and 'chaingun'
// wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
// scripts. ex: weapon/plasma/impactflesh
// inputs for 'impactflesh' are: origin and dir
//
// If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
// will be checked. 'weapon/common/impactFlesh' would be a good place to
// place custom hit sparks.
// input: origin, dir, team, clientnum, enemy, teammate, ineyes
//weapon/common/impactFlesh {
// shader flareShader
// size 5
// color 1 0 1
// emitter 4 {
// //origin2 origin2 + lerp * 8
// velocity2 200
// moveGravity 0
// Sprite
// }
//}
//General weapon effects
//flash is a 0.25 second event after a weapon is fired
//fire is a single event when weapon is fired
//impact is for weapons impact on something or explode like gr enades
//trail is a single event for weapons without projectiles or a constant event when projectile is in motion
//projectile is for rendering the specific projectile
//Bubbles in the water
//input origin
weapon/common/bubbles {
shader waterbubble
distance 5+rand*10 {
size 1 + rand * 2
random dir
addScale origin dir origin 10 * rand
emitter 1+rand*0.25 {
alphaFade 0
origin2 origin2 + lerp * 8
Sprite
}
}
}
//////////////////////////////////////////////////////////
weapon/gauntlet/flash {
color 0.3 0.3 0.5
size 150 + rand * 32
Light
shader flareShader
repeat 5 + rand * 10 {
random dir
addScale parentVelocity dir velocity 300 * rand
width 0.5 + 0.4 * rand
emitter 0.1 * rand + rand * 0.3 {
size 3 - lerp * 0.2
color 1 1 0.1
colorFade 1
moveBounce 400 0.1
spark
}
}
}
Articulos interesantes de UAC Labs sobre Quake Live
guia de timing: http://uac-labs.cl/?page_id=107
como ser mejor jugador: http://uac-labs.cl/?page_id=98
duels: de amateur a pro: http://uac-labs.cl/?page_id=101
guía estratégica de duels: http://uac-labs.cl/?page_id=952
como ser mejor jugador: http://uac-labs.cl/?page_id=98
duels: de amateur a pro: http://uac-labs.cl/?page_id=101
guía estratégica de duels: http://uac-labs.cl/?page_id=952
lunes, 8 de octubre de 2012
viernes, 5 de octubre de 2012
martes, 2 de octubre de 2012
lunes, 1 de octubre de 2012
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