strange question for a strange project


(ph0rq) #1

I’m developing a client-side modification for ET in where, among other things, the colors of the teams are no longer red and blue.

I’ve been able to isolate every instance of the red/blue except for the airstrike signals.

Anyone happen to know if it’s possible to change the color of the smoke? I’m hoping thatI’m simply overlooking something and that there’s a texture or shader somewhere that dictates it, but I’m afraid it’s some kind of code/programming thing, which kind of defeats the point of my project.


(Berzerkr) #2

The color of the smoke is, as far as I know, in the code of ET itself.
No texture or shader. :frowning:

Tell more about your mod. What’s done, what’s still to do.


(ph0rq) #3

Way back in the day I was playing around with jedi knight 2 and had a wacky idea for the CTF colors, only, I wasn’t skilled enough to pull it off at the time. When ET came out I noticed right away that it might provide a good base for the idea of discarding the tired old red vs blue scenario, but I didn’t feel up to it. It’s been in the back of my mind all the while and I finally sat down, a few weeks ago, to see what I could do.

I spent a couple of hours organizing everything, finding out what was where, categorizing all of the red/blue stuff so that I could change it all in one move, and along the side I’d play with random things, doing quick changes to this or that to see what happened.

One of the nice things about the quake engines is that you can replace almost all of the in-game content and still keep it client side, so if I were actually able to replace everything the way I wanted, we’d be looking at a drastically different feeling for ET, yet still retaining the exact same core gameplay.

I didn’t get a ton of work done on this, as soon as I couldn’t find the smoke solution I held off cause I knew what to expect. And I really see no point in doing it as a non-client side project. Without the perfect transition of colors there’s really no point to bother changing all the rest.


(Berzerkr) #4

Sounds like the same as I have made for ET.
The red/blue scenario don’t fits really into Wolfenstein, my try was to replace red/blue with more specific things and to make a few textures better.

http://wolfmap.gameprophets.com/et-upgrade/screenshots.html

I began the third version a long time ago, but had no time to finish it.
And I don’t think that I build in other colors for the smoke. The pk3 contains only textures an a few sounds.

Are sceenshots aviable of your mod?


(ph0rq) #5

The only screenshot I have available at the moment is of the initial menu background experiment, which is here: here.

I am, however, planning to organize all of the initial tests into one cohesive package, so that a very basic idea of what I was going to attempt might still be preserved, even though the project itself is impossible.

That might take some time, though I’ll be sure to update this when the time comes.


(Berzerkr) #6

Looks really strange. Seems to me like you want to change the whole scenario.
Keep us informed about your project and good luck with it!


(jet Pilot) #7

Sorry if you’ve already figured this out, you can change the smoke colors in the function in the file
scroll down till you see


              if( team == TEAM_ALLIES ) { // allied team, generate blue smoke
			le = CG_SmokePuff( origin, dir, 
				  25+rnd*110,	// width
				  rnd*0.5+0.5, rnd*0.5+0.5, 1, 0.5,				     // <----- this is the line you need to change
				  4800+(rand()%2800), // duration was 2800+
				  t,
				  0, 
				  0,
				  cgs.media.smokePuffShader);

do the same thing on the ‘else’ call below it. I changed the line to


if( team == TEAM_ALLIES ) { // allied team, generate blue smoke
			le = CG_SmokePuff( origin, dir, 
				  25+rnd*110,	// width
				  rnd*0.25, rnd*0.5+0.5, 0.5, 0.5,				  
				  4800+(rand()%2800), // duration was 2800+
				  t,
				  0, 
				  0,
				  cgs.media.smokePuffShader);

and here is what i got:


(ph0rq) #8

but that requires actually editing the code of the game, right? And thus, making a mod based directory?

The last quake engine game I knew the basics of coding for was Q2, I haven’t touched it since.

I would really love to find a way to keep the entire project client side, but if it needs to be otherwise, I guess I’ll do it.

It’s not like anyone’s actually going to play this stuff, I simply feel the need to create it.

time to find some coding tutorials, I suppose.

any other random info you might be able to provide on the subject is welcome, and thanks for shedding some light on the existing situation.