06-30-2012, 12:36 PM (This post was last modified: 06-30-2012, 12:37 PM by K__.)
Also, I think that way will make it really hard to see what weapons are, the only clue is the colors due to the high details, let's keep simple items simple.
What do you think about my and rafallus set btw?
Quote:I can remove the frames anytime. Also, only tinkering around, I'm not even sure when will I finish all items, weapons, etc.
Well, nifrek said that there can be more than one set of items, so feel free to make one, if you want to. I'm just not too enthusiastic about how it looks - frames on weapons need to go pronto - even then I'm not sure weapons will be much more discernible from afar. But as I said, extra set can't hurt, even if it won't be used by default.
06-30-2012, 02:20 PM (This post was last modified: 06-30-2012, 02:21 PM by asyyy.)
Looks neat C. Brutail. What about, for example, framing ammo items with a hexagon instead of a square to accent the difference compared to weapon items?
Quote:Use the latest autobuild then put these into Xonotic's data pk3, it is found in /data in Xonotic's root directory. Just drag them into /models/items for the items and /models/weapons for the weapons icons. Then you have to remove the respective .dds files which are located in /dds in the data pk3.
When you've done that just launch Xonotic and open the console and type "cl_simple_items 1" and then start a single player match, I don't think they work in online matches yet.
07-01-2012, 08:36 AM (This post was last modified: 07-01-2012, 09:41 AM by Mr. Bougo.)
(07-01-2012, 08:20 AM)rocknroll237 Wrote: Can I just put a .pk3 into my data directory for this? I don't want to have to replace anything in the data.pk3 folder.
I'll quote my own post from earlier in this thread. It is NOT needed to remove or change anything in the original data pk3s. You can build a "plug-and-play" package for simple items by having empty files with the same path as the original dds files you want the engine to ignore. An empty file in a pk3 loaded after any other file will discard that file from the engine's filesystem.
(06-15-2012, 05:11 PM)Mr. Bougo Wrote: Oh, if dds priority is the issue, here's how you can fix it, nifrek: Just have an empty .dds file at the right path (next to the .tga). By empty I mean completely empty, not even a linebreak. That way, the engine will discard the file from the original data pk3 when loading this new pk3 and use the tga instead.
EDIT: Put the attached file in your personal data directory (~/.xonotic/data in *NIX, My Saved Games\Xonotic\data or something like that in Windows)
EDIT2: K__, take note, this is much easier to maintain, there's no risk of forgetting an uncompressed file somewhere since it's all bundled together. No mess and easy to undo.
EDIT3: Please tell me if that doesn't work, I assumed only dds/*.dds files got in the way, there seems to be some duplication (or rather symlinking) going on in the PK3 but I'm working off git and have no means to test dds.
07-01-2012, 09:34 AM (This post was last modified: 07-01-2012, 09:42 AM by Mr. Bougo.)
Updated the file in my post, I guess it's the *.dds files that count and not the dds/*.dds
EDIT: Hm, that's kinda weird. I don't see why it would not be dds/*.dds that counts.
EDIT2: Whatever, putting blank files for both now. Bumped to v0r2.
metsuZeRoQL (Stats) - <@nifrek> true, I guess in tdm you also dont always have your perfect choice of weapon, especially when ZeRoQL is controlling nex KILLING X ZONE - Xonotic community movie
(07-01-2012, 10:40 AM)K__ Wrote: Very nice set zeroql :-), I dont like the overall style though, it probably would fit in warsow better. Hope someone can code the feature to easily change sets as nifrak mentioned earlier.
well helth was taken from warsaw and some other stuff...
metsuZeRoQL (Stats) - <@nifrek> true, I guess in tdm you also dont always have your perfect choice of weapon, especially when ZeRoQL is controlling nex KILLING X ZONE - Xonotic community movie
Two questions regarding general mechanics of simple items:
1)MirceaKitsune has written a mutator turning items into physical entities, pushed when hit, etc. Are simple items compatible with that mutator (not yet merged as far as I know)?
2)Can icons of simple items replace side views of weapons on selection/accuracy screens?