darkplaces wiki down .... - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Development (https://forums.xonotic.org/forumdisplay.php?fid=12) +--- Thread: darkplaces wiki down .... (/showthread.php?tid=3584) |
darkplaces wiki down .... - hutty - 10-13-2012 It appears that the darkplaces wiki is down .... although you can still get to it via the wayback machine http://web.archive.org/web/20100729133000/http://dpwiki.slipgateconstruct.com/index.php?title=Material_creation_for_DP RE: darkplaces wiki down .... - Spaceman - 10-13-2012 The Redmine bug/feature tracker at http://dev.alienTRAP.org/ has been down for several months. "Ruby on Rails application could not be started" Oh well... RE: darkplaces wiki down .... - edh - 10-13-2012 (10-13-2012, 01:50 PM)Spaceman Wrote: "Ruby on Rails application could not be started" What derailed it? RE: darkplaces wiki down .... - Mr. Bougo - 10-13-2012 I found this: http://forums.inside3d.com/viewtopic.php?f=1&t=4983 And this: http://archive.org/details/wiki-dpwikislipgateconstructcom This last link appears to contain the history of the DP wiki in XML form, it could totally be restored from that. RE: darkplaces wiki down .... - hutty - 10-13-2012 thanks for the xml history file ... the wayback machines version is not quite up to date and was missing the information I was looking for (dp_reflect) info dump <b>dp_reflect distort r g b a</b> Makes surfaces of this shader reflective with r_water. The reflection is alpha blended on the texture with the given alpha, and modulated by the given color. distort is used in conjunction with the normalmap to simulate a nonplanar water surface. <b>dp_refract distort r g b</b> Makes surfaces of this shader refractive with r_water. The refraction replaces the transparency of the texture. distort is used in conjunction with the normalmap to simulate a nonplanar water surface. <b>dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha></b> This combines the effects of dp_reflect and dp_refract to simulate a water surface. However, the refraction and the reflection are mixed using a Fresnel equation that makes the amount of reflection slide from reflectmin when looking parallel to the water to reflectmax when looking directly into the water. The result of this reflection/refraction mix is then layered BELOW the texture of the shader, so basically, it "fills up" the alpha values of the water. The alpha value is a multiplicator for the alpha value on the texture (set this to a small value like 0.1) to emphasize the reflection and make the water transparent; but if r_water is 0, alpha isn't used, so the water can be very visible then too. <b>tcmod page <width> <height> <delay></b> The texture is shifted by 1/<width> every <delay> seconds, and by 1/<height> every <delay>*<width> seconds. It is some sort of animmap replacement that keeps all animation frames in a single texture. To use it, make a texture with the frames aligned in a grid like this: 1 2 3 4 5 6 7 8 then align it in Radiant so only one of the animation frames can be seen on the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames in order and the cycle will repeat every 0.8 seconds.</text> </revision> <revision> <id>286</id> <timestamp>2010-11-18T02:13:27Z</timestamp> <contributor> <username>Mitchell</username> <id>18</id> </contributor> <text xmlpace="preserve">Quick notes by LordHavoc (in need of cleanup and completion!): All texture files are optional except for diffuse, a q3 shader allows additional options to be set but is not required for common materials. == Replacing Content == Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp Usually you want to put replacement content in either "id1/" or another directory such as "pretty/" inside your quake directory, in DarkPlaces you can run multiple -game options at once (such as -game ctf -game pretty -game dpmod to have texture overrides from pretty, maps from ctf, and gameplay from dpmod) or multiple gamedirs specified with the gamedir console command (gamedir ctf pretty dpmod). |