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


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

me hice redactor de uac labs

_D

http://uac-labs.cl/

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

sábado, 13 de octubre de 2012

quien se acuerda de esto?


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
            }
        }
    }

Articulos interesantes de UAC Labs sobre Quake Live

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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