r4968 - in trunk/data: qcsrc/server scripts textures

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Sun Nov 2 14:12:53 EST 2008


Author: div0
Date: 2008-11-02 14:12:53 -0500 (Sun, 02 Nov 2008)
New Revision: 4968

Added:
   trunk/data/textures/seeker_gloss.tga
   trunk/data/textures/seeker_glow.tga
   trunk/data/textures/seeker_norm.tga
   trunk/data/textures/seeker_pants.tga
Modified:
   trunk/data/qcsrc/server/t_items.qc
   trunk/data/scripts/entities.def
   trunk/data/textures/seeker.tga
Log:
new seeker texture
misc_gamemodel: support modelscale
-func_static
+func_illusionary


Modified: trunk/data/qcsrc/server/t_items.qc
===================================================================
--- trunk/data/qcsrc/server/t_items.qc	2008-11-01 14:34:00 UTC (rev 4967)
+++ trunk/data/qcsrc/server/t_items.qc	2008-11-02 19:12:53 UTC (rev 4968)
@@ -908,11 +908,6 @@
 // compatibility:
 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
 
-void spawnfunc_misc_gamemodel (void)
-{
-	SetBrushEntityModel();
-}
-
 void spawnfunc_misc_models (void)
 {
 	// exists as alias name for 2.4.2 compat
@@ -942,10 +937,26 @@
 void spawnfunc_func_wall (void)
 {
 	SetBrushEntityModel();
-	self.solid = SOLID_BSP;
+	if(!self.solid)
+		self.solid = SOLID_BSP;
 	self.use = func_wall_use;
 }
 
+void spawnfunc_func_illusionary (void)
+{
+	SetBrushEntityModel();
+	self.use = func_wall_use;
+}
+
+.float modelscale;
+void spawnfunc_misc_gamemodel (void)
+{
+	if(!self.scale)
+		self.scale = self.modelscale;
+	SetBrushEntityModel();
+	self.use = func_wall_use;
+}
+
 float target_item_func_set(float a, float b)
 {
 	if(b == 0)

Modified: trunk/data/scripts/entities.def
===================================================================
--- trunk/data/scripts/entities.def	2008-11-01 14:34:00 UTC (rev 4967)
+++ trunk/data/scripts/entities.def	2008-11-02 19:12:53 UTC (rev 4968)
@@ -198,13 +198,6 @@
 target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
 */
 
-/*QUAKED func_wall (0 .5 .8) ? 
-A solid brush entity.
-Behaves just like solid brushes, except that it is a separate entity (a submodel) and can be targeted.
--------- KEYS --------
-targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
-*/
-
 /*QUAKED info_location (1 1 0) (-8 -8 -8) (8 8 8) 
 Location for use by the %l escape in "say" messages.
 The closest "visible" info_location entity is chosen to find the right location name for a point.
@@ -567,15 +560,39 @@
 colormap: 1024 + 16 * pantscolor + shirtcolor
 velocity: when movetype isn't 0, initial velocity vector
 angles: initial looking direction
+modelscale: scaling factor
 effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
 lodmodel1: file name of the first LOD model replacement
 lodmodel2: file name of the second LOD model replacement
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
 -------- Q3MAP2 KEYS --------
 _frame: frame of model to include (set equal to frame if _castshadows is set)
-modelscale: scaling factor (set equal to scale if _castshadows is set)
 _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+targetname: if targeted by a misc_model, its brushes get inserted into this
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED func_illusionary (0 .5 .8) ? 
+A non-solid brush entity. Use func_wall if you want it solid.
+The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
+-------- KEYS --------
+movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+avelocity: vector giving its angular velocity (useful for spinning models)
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+velocity: when movetype isn't 0, initial velocity vector
+angles: initial looking direction
+effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
+loddistance1: distance after which to show the first LOD model replacement (default: 1000)
+loddistance2: distance after which to show the second LOD model replacement (default: 2000)
+lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
+lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
+-------- Q3MAP2 KEYS --------
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
 _clonename: template name so one can clone from it
 min: override automatically found minimum coordinate bounds
@@ -584,12 +601,12 @@
 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
 */
 
-/*QUAKED func_static (0 .5 .8) ? 
-A non-solid brush entity. Use func_wall if you want it solid.
+/*QUAKED func_wall (0 .5 .8) ? 
+A solid brush entity. Use func_illusionary if you want it solid.
 The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
 -------- KEYS --------
 movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
-solid: solidity: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
+solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
 avelocity: vector giving its angular velocity (useful for spinning models)
 scale: scale factor of the model (range: 0.0625 to 15.9375)
 colormap: 1024 + 16 * pantscolor + shirtcolor
@@ -600,9 +617,8 @@
 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
 lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
 lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
 -------- Q3MAP2 KEYS --------
-_frame: frame of model to include (set equal to frame if _castshadows is set)
-modelscale: scaling factor (set equal to scale if _castshadows is set)
 _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
 _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.

Modified: trunk/data/textures/seeker.tga
===================================================================
(Binary files differ)

Added: trunk/data/textures/seeker_gloss.tga
===================================================================
(Binary files differ)


Property changes on: trunk/data/textures/seeker_gloss.tga
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: trunk/data/textures/seeker_glow.tga
===================================================================
(Binary files differ)


Property changes on: trunk/data/textures/seeker_glow.tga
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: trunk/data/textures/seeker_norm.tga
===================================================================
(Binary files differ)


Property changes on: trunk/data/textures/seeker_norm.tga
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: trunk/data/textures/seeker_pants.tga
===================================================================
(Binary files differ)


Property changes on: trunk/data/textures/seeker_pants.tga
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream




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