Author Topic: Explosion sprites for explosion models?  (Read 2654 times)

Offline Ax2Grind

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Explosion sprites for explosion models?
« on: April 27, 2006, 01:08:04 AM »
I've always wondered about this, but - during checking of the .paks in a quick file verification - I saw these yet again, so I figured I'd ask for the hell of it.

For those who don't know, there are different versions of explosion sprites similar to those used in Quake 3 Arena, so I wondered what it'd take to switch them.
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Offline Lemonzest

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Re: Explosion sprites for explosion models?
« Reply #1 on: April 27, 2006, 03:49:28 AM »
I'l love to change these, allways bugged me with the "Mini Nuke" explosions.
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Offline ReCycled

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Re: Explosion sprites for explosion models?
« Reply #2 on: April 27, 2006, 09:29:20 AM »
I imagine any Pak Editor would do it. Just find the actual file(s), delete it, insert your new one (which you've extracted from Quake 3 pak or other source) and finally re-save the pak.

I think thats it......

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Offline [BTF] Reflex

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Re: Explosion sprites for explosion models?
« Reply #3 on: April 27, 2006, 11:41:34 AM »
I thought the explosions just got in the way,  I dont have the mini-nuke clouds on.
its just a particle effect spread.
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Offline Lemonzest

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Re: Explosion sprites for explosion models?
« Reply #4 on: April 27, 2006, 02:04:47 PM »
i remember playing quake2 test/demo using sprites, no idea how to turn off the bubble explosions and return to sprites :(
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Offline ReCycled

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Re: Explosion sprites for explosion models?
« Reply #5 on: April 27, 2006, 03:08:00 PM »
I believe its one of these commands I have in my autoexec:

cl_blend 0
set gl_polyblend 0
set cl_predict 1
set gl_swapinterval 1

I know the polyblend one makes the water clear.

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Offline Ax2Grind

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Re: Explosion sprites for explosion models?
« Reply #6 on: April 28, 2006, 01:42:43 AM »
I believe its one of these commands I have in my autoexec:

cl_blend 0
set gl_polyblend 0
set cl_predict 1
set gl_swapinterval 1

I know the polyblend one makes the water clear.

 :bigshades:

cl_blend - removes screen flashing, warping and discoloration caused by environment factors, like water, but only for software rendering
gl_polyblend - same as above, but for OpenGL
cl_predict - semi-network command used for interpolation of moving entities, such as players
gl_swapinterval - rendering/interlacing option (I haven't read the console manual in a while)

Nothing in the console's known variables (settings) switches sprites for models.  I suppose no one has a way, then, so they're wasted.  What is that I heard about that executable that made Quake 2 look like Q3A?
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Offline [BTF]Sigma

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Re: Explosion sprites for explosion models?
« Reply #7 on: April 28, 2006, 07:41:27 AM »
I think that was Q2E
http://www.quake2evolved.com/
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