http://img197.imageshack.us/img197/4427/shot0000wg.jpg
http://img830.imageshack.us/img830/1860/shot0001p.jpg
It may be exclusive to this map, I guess it can be fixed by replacing the billboards? I don't really want to replace them to anything fancy, but I can probably fix the scaling at least. I'm using the .pk3's copied directly from QL, so that's not the source of the problem.
I seem to have had some success with small 10s videos, they seem in sync, but any more and they are very out of sync, I'm wondering if it's the large avi option causing it, but I'll try some other things and report back here if I find a solution.
Have a nice FALL!
(o^.^o) PIKA PIKA!
The Search Bar is your friend...use it.
Problem? Check here!
Tastyspleen TastyCast
Why CTF4 is bad
*points at my earlier post*
That *should* fix it. If not, I can send you the correct files (even though it's against the Terms of Condition)
(You just need to copy the pak00 from the baseq3 for Quake Live and paste it onto your Wolfcam baseq3)
Have a nice FALL!
(o^.^o) PIKA PIKA!
The Search Bar is your friend...use it.
Problem? Check here!
Tastyspleen TastyCast
Why CTF4 is bad
Geez, could you get any worse angles for the screenshots? Why not just float right on over and take a screenshot that's completely lined up, and not from the other side of the map or a really weird angle?
Anyway, there are a lot of ads like this. Look at Campgrounds. There are some billboards that use different textures and shaders, and therefore are slightly misaligned. You can see it so much more clearly on Campgrounds, because the weird ads are on the bottom of the bridge, and there's a normal ad right beside it on the wall.
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If you really want to replace the texture, you don't necessarily need to decrypt or unpack anything. You just need to make your own image/shader. You just need a texture in this directory: textures\ad_content\ad2x1.jpg. The shaders used in wolfcam are in scripts\wcad.shader.
I actually do recommend repacking all the .pk3s though. I mostly did it to save space on my pathetically small and slow harddrive, but because the QL maps are all in their own .pk3s, there are a lot of dupe textures and scripts and stuff. It's not a whole lot, but I turned ~650mb (all the premium maps + all the old qz- maps + all the paks) into ~444mb (a few cleverly named .pk3s of my own, in my baseq3). It also saves a bit of load time, but it's really only the kind of thing that matters when your computer is as bad as mine.
Last edited by fgoldman9; 07-20-2011 at 01:18 PM.
Can someone help me ?
Where I can find thoes files ?
Also grenades wont spin. Here the script. Whats to fix ?
Code://GRENADE weapon/grenade/flash { color 1 0.7 0 size 300 + rand*32 light } weapon/grenade/projectile { //Render the grenade model model "models/ammo/grenade1.md3" anglesModel } weapon/grenade/trail { color 0 0 0 alpha 0.25 shader smokePuff rotate 360 * rand distance 3 { //distance 5 //emitter .8 emitter rand * rand //rand * rand { alphaFade 0 size 8 + rand * 2 + lerp * 25 //size 8 + lerp * 35 8ról 35re nől a füsti sprite cullNear } } } weapon/grenade/impact { vibrate 70 sound sound/weapons/rocket/rocklx1a.wav //Mark on the wall, using direction from parent shader gfx/damage/burn_med_mrk size 50 Decal // Animating sprite of the explosion shader rocketExplosion size 30 //Will be the light colour color 1 0.75 0 emitter 1 { Sprite //size will goto zero after 0.5 of the time size 300 * clip(2 - 2*lerp) Light } shader flareShader alpha 0.9 color 1 0.5 0.1 repeat 100*rand { width 1 wobble dir velocity 40 + rand * 30 scale velocity velocity 200 + rand*50 size 50*rand*rand emitter "0.5 + rand*0.5" { moveBounce 250 0.6 colorFade 0.9 spark } } color 1 0.1 0.1 repeat 50*rand { width 1 wobble dir velocity 40 + rand * 30 scale velocity velocity 200 + rand*50 size 50*rand*rand emitter "0.5 + rand*0.5" { moveBounce 150 0.6 colorFade 0.9 spark } } }![]()
Last edited by P0PS; 07-21-2011 at 10:10 AM.
post the script for plasma, and I'll tell you how to fix it.
To make the nade spin:
try to play with rotate command in weapon/grenade/projectile section.
Brugal gave an example like this:
But imo this looks ****ty.Code:// input: velocity, dir (normalized), rotate, origin, angles, axis, size, // team, clientnum, enemy, teammate, ineyes weapon/grenade/projectile { // Render the grenade model model "models/ammo/grenade1.md3" // wolfcam need to do model rotation yourself if velocity { rotate time * 1000 / 4 } anglesModel }
Jones used his own custom shaders for his fx scripts, but never released them. Open the xx.fx and do a search & replace for "iceball". Replace it with another shader, like flareshader (or mme/flare1, if you have the mme shaders).
http://www.youtube.com/watch?v=EY_YL-bBvYE
1:04
Is this Jones' fx ? Its for sure not his yt account.