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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