"_texpart_wizwood1_8" "weather.tex_skyrainĪ devkit is also available HERE with source code examples of how to create your own custom HUD using CSQC. The first few lines of the file look like this, add the 2 bolded lines that tell the particle system that the texture names are "sky1" for snow and "wizwood1_8" for rain. Now just type "copy ents" and the entities for the entire map is on the clipboard. Q: How is the external ent file made and what does it need? With Quakespasm I don't know that you can, but in Mark V just type "tool_texturepointer 1" in the console and look at a surface and it displays the name of any texture you look at on-screen. Q: How do you find out the name of textures? Also seems to work with just r_particledesc "weather". Enter r_particledesc "weather classic" map start in the console. Indicates spawn information on particles and how they behave.ģ. Put this weather.cfg download in c:/Quake/id1/particles folder. Tells it what textures emit snow and rain.Ģ. Put this start.ent download in c:/Quake/id1/maps folder. Tutorial on how to enable rain and snow on the Quake start map:ġ. Thread for figuring out all the new particle and modding features in the "Spiked" version of Quakespasm. Spiked Quakespasm Modding/Coding Help Thread News | Forum | People | FAQ | Links | Search | Register | Func_Msgboard: Spiked Quakespasm Modding/Coding Help Thread
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