Try a newer version of WolfcamQL. Use the cvarlist and cmdlist commands, along with tab completion, to find the right settings. For instance use can do \cvarlist *model* and it will show everything with model within its name.
The scripts can be difficult to come by, but you may use the default ones that WolfcamQL comes with. cg_fxfile scripts/q3mme.fx;fxload may work. Basically what's happening is within the scripts directory there is a file q3mme.fx and you want to load that kinda like you would a HUD. cg_fxfile is the actual .fx file, and \fxload to load it into the game.
okay, will try to do that, i am using wolfcam 9.2, i think that's the latest version?
nom6d, try this:
seta cg_enemyLegsColor "0x2a8000"
(wolfcam used 0x- prefix instead of the standard hexadecimal #-, so just get the hexcode you want then changed to 0x)
seta cg_enemyTorsoColor "0x2a8000"
seta cg_enemyHeadColor "0x2a8000"
seta cg_enemyLegsSkin ""
seta cg_enemyTorsoSkin ""
seta cg_enemyHeadSkin ""
seta cg_enemyModel "doom"
this should help you.if it still doesn't work it could be cg_forcepovmodel or cg_clientOverrideIgnoreTeamSettings
ANY HELP FOR ME WOULD BE APPRECIATED! i got missing shaders or something ^^ previous page![]()
enough nitpicking, what i want basically is my wolfcam cfg to look like in noctis' movie "some frags", old-school q3 osp, so if anyone has his cfg and hud let me know![]()
firstly, you won't get far in wolfcam without "nitpicking". Secondly, frags look much nicer with cg_drawstatus 0, (e.g. no HUD)? but i don't know what your project is.
I know, i was being ironic, well i have a few projects so for some i need and want that osp hud and for some i just need great graphics and to see who is fragged in clan arena instead of red/blue wins the round
i appreciate all the help i can get![]()
i agree with asuska_. basically, there is no way as of yet to replace "<team> wins the round" with frag message. UNLESS there is a cvar that removes "<team> wins the round" altogether? Just leave itnobody cares
![]()
this did it
cg_drawcentreprint 0
cg_drawfragmessageseparate 1
cg_drawfragmessagealign 1
cg_drawFragMessagey 140
cg_drawFragMessagex 320
can anyone tell me how EXACTLY do this, turn off those lg particles when you hit the wall and screen damage?
Last edited by nom6d; 11-07-2012 at 03:08 PM.
cg_screendamage 0
The lg particles are in the specific shader, but since I don't deal with them, I don't know how to change them.
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