Collection of Useful "Look 'N' Feel" Variables

Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 20 Sep 2011, 17:22

Have you been wanting to customize your in-game Look 'N' Feel in Red Eclipse, but didn't know what variables were there? Do you have it customized, but want to go even further? Or maybe you just need a reference? Well, look no further, because ZeroKnight's "Look 'N' Feel Variable" Collection is here!

For the few I've shared with and shown my HUD and whatnot will know that my view is quite customized. I've decided it would be a nice thing to compile a short list of useful client-side variables to customize the Look 'N' Feel of your Red Eclipse experience :D
I will update and manage the list as more variables are created and/or I find them. Or as always, I implore any and all of you to throw one up yourself that I can add ;) Anyway, let's start.

Quick note about the radar for those that don't know: While it is indeed a radar, it actually functions as a motion senser. If an enemy is not moving, they will not show up on radar. Protip ;)


Index of Terms

"Inventory" - consists of the weapon bar, impulse meter, health bar, and the "team" icon.

"Events" - refer to the kill styles. Headshot, Dominating, Vengful, Carnage, Massacre, Bloodbath, 2x, 3x, and Multi-Kill are all "events". In odd/rare occaisions, this does NOT include Critical and First Blood.

"Notices" - refer to the messages at the bottom center of the screen that tell you to pick up weapons, when you get frags, when you get fragged, etc.

"Indicator" - This is the reload texture, the little progress circle that appears around your crosshair. It is also the "power" indicator for cooked grenades, or charged weapons.

"VAR_MAX" - This refers to game code. It is a macro for whatever the maximum integer amount the devs decide, which could be anything at any future point in development. For right now, even though I don't foresee any reason why you would need to be anywhere close to this value, VAR_MAX is equal to: 2,147,483,646

"Tones" - Tones change the color of certain HUD elements for different reasons/parameters. They are all the same, no matter what element, and are as follows:
0: No color change at all.
1: Uses the color of your crosshair to your profile color.
2: Uses Team Color. This also includes gray when you are neutral.
3: Uses Team Color ONLY for Team Games. When neutral, your profile color is used.a
4: Uses profile color ONLY for Team Games. When neutral, gray will be used.



Fun Additions/Hidden Features

Inventory

{l Code}: {l Select All Code}
inventoryscores    integer    Range: 0 .. 1    Default: 0
    - Adds a bar to your inventory, above the weapon bar. From bottom to top, it will dispaly your score, then the person with the highest score other than you, the person with the second highest score, and the person with the third highest score.
Note that you will always be the largest one at the very bottom, regardless of your score.
     
inventoryvelocity    nteger    Range: 0 .. 2    Default: 0
    - Shows player velocity under health bar:
        0: Does not show
        1: Only show yours
        2: Show others while spectating
     
radarstyle    integer    Range: 0 .. 2    Default: 1
    - Changes the style of the radar:
        0: Ides Edition Ring Radar (no distance relativity)
        1: Supernova Edition Ring Radar (includes the distance relativity)
        2: "Corner" Style Radar: This is a hidden radar style that displays in the corner, displaying a top-down view of the map, with player positions roaming about the map. Like the crosshair and inventory glow, it has tones. (*see Radar Corner section; radarcornertone*)
       
zoomtex    string    Range: N/A    Default: "textures/zoom"
    - Sets the texture of the rifle scope while zooming.



HUD Related

Sizing and Spacing

{l Code}: {l Select All Code}
inventorysize    float    Range: 0 .. 1000    Default: .07
    - This controls the size of the inventory.

inventoryglow    float    Range: 0 .. 1    Default .2
    - This controls the size of the "glow" behind inventory items. You know, the little splatter/explosion-looking backdrop ;P
   
inventoryimpulse    integer    Range: 0 .. 2    Default: 2
    - Toggles display of Impulse Meter:
        0: Do not show
        1: Show only ring meter
        2: Show ring meter and textual percentage

inventoryimpulseskew    float    Range: .0001 .. 1000    Default: .8
    - Sets the size of the ring of the Impulse Meter
   
inventoryweapids    integer    Range: 0 .. 2    Default: 1
    - Toggles whether or not the slot number of the weapon shows in the weapon bar:
        0: Does not show
        1: Shows
        2: * I don't notice any change *

hudsize    integer    Range: 0 .. VAR_MAX  Default: 2048
    - Controls the size of the "HUD". This includes the console, the chat console, and the text of the impulse meter, weapon numbers, and if enabled, the scores. (see "inventoryscore") *IMPORTANT* The smaller the number, the larger these elements become!
Personally, I would recommend about 2200 ;)

concenter    integer    Range: 0 .. 1    Default: 0
    - If set to 1, the console will show in the center, like some games.

consize    integer    Range: 0 .. 100    Default: 5
    - Sets how many lines will show in the console, plus conoverflow. Note that this is only when IN the console. Setting it to 0 will show only the command you are typing. (Not sure why you'd want that ;P)

chatconsize    integer    Range: 0 .. 100    Default: 5
    - Sets how many lines will show in the chat console, plus chatconoverflow. Note this is only when IN the console. Setting it to 0 will not show the chat console at all.

eventscale    float    Range: 0.0001 .. 1000    Default: 2.5
    - Sets the scale of the event icons.

eventoffset    float    Range: -1 .. 1    Default: .3
    - Sets the offset for the event icons. Negative values move it downward, positive values move it upward.

noticescale    float    Range: 0.0001 .. 1000    Default: 1
    - Sets the scale for the notices. Basically, their size.

noticeoffset    float    Range: -1 .. 1    Default: .3
    - Sets the offset for the notices. Negative values move it upward, positive values move it downward.



Blending and Coloring

{l Code}: {l Select All Code}
inventoryblend    float    Range: 0 .. 1    Default: 1
    - Sets the opacity of the inventory. I would recommend about .6 - .7, personally.
   
inventorytone    integer    Range: 0 .. 4    Default: 2
    - Sets the tone of various inventory elements. *see Index of Terms for information*

inventoryglowblend    float    Range: 0 .. 1    Default: .75
    - Sets the opacity of the "glow" backdrop. (see "inventoryglow")
   
inventorycolour    integer    Range: 0 .. 2    Default: 2
    - Toggles the color of weapons in the weapon bar:
        0: No color at all
        1: Only weapon icon is colored
        2: Both weapon icon, and slot number is colored

hudblend    float    Range: 0 .. 1    Default: 1
    - Sets the opacity of the entire HUD as a whole. This includes the inventory and both consoles. Please note this effect stacks with other HUD related blend commands! I recommend you tweak individual elements' blend instead. (unless  you want them all the same). It's up to you.

conblend    float    Range: 0 .. 1    Default: .75
    - Sets the opacity of the console OUTSIDE of use. This includes any returns from the console, but is not used for game messages like obituaries and flag/bomb related actions. See fullconblend below for this.

fullconblend    float    Range: 0 .. 1    Default: 1
    - Sets the opacity of the console inside AND outside of use. This includes any returns from the console. fullconblend is used for game messages like obituaries and affinity messages. (flag captures/drops, bomber ball scores, etc.)

chatconblend    float    Range: 0 .. 1    Default: .75
    - Sets the opacity of the chat console. This does not include variable set messages. (and probably not join/part messages either)

eventblend    float    Range: 0 .. 1    Default: 1
    - Sets the opacity of the event icons.
   
eventiconfade    integer    Range: 500 .. INT_MAX-1    Default: 5000
    - Sets how long before the event icons fade.
   
noticeblend    float    Range: 0 .. 1    Default: .65
    - Sets the opacity of the notices.




Crosshair

Sizing and Spacing

{l Code}: {l Select All Code}
crosshairsize    float    Range: 0 .. 1000    Default .04
    - Determines the size of the crosshair

indicatorsize   float    Range: 0 .. 1000    Default: .025
    - Determines the size of the indicator. Those that have modified the size of their crosshair may find this useful.



Blending

{l Code}: {l Select All Code}
showcrosshair    integer    Range: 0 .. 2    Default: 2
    - Toggles whether to show crosshair or not. If set to 2, it will change opacity based on accuracy level. (can be tweaked with crosshairaccamt)

crosshairblend    float    Range: 0 .. 1    Default: 1
    - Determines the base opacity of the crosshair. This may be modified by other variables.

crosshairaccamt    float    Range: 0 .. 1   Default: .75
    - Subtracts from the base opacity of the crosshair based on current accuracy. (which is factored by player velocity) The value of this variable is the magnitude of the opacity change.

indicatorblend    float    Range: 0 .. 1    Default: 1
    - Determines the opacity of the so-called "indicator". Those using a larger crosshair may find that setting this to a low value (I use .25) will look a bit better.



Crosshair Styling

{l Code}: {l Select All Code}
crosshairtex    string    Range: N/A    Default: "crosshairs/cross/cross-01"
   - Sets your crosshair texture.
   
hitcrosshairtex    string    Range: N/A    Default: "crosshairs/cross/cross-01-hit"
   - Sets your crosshair hit marker texture.
   
teamcrosshairtex    string    Range: N/A    Default: N/A
   - Uses a different crosshair texture when targetting a teammate. Is not pre-set.

zoomcrosshairtex    string    Range: N/A    Default: N/A
   - Sets the crosshair texture while zooming. Is not pre-set.
   
crosshairweapons    integer    Range: 0 .. 2    Default: 2
    - (POST v1.1 ONLY) Sets whether or not to use weapon specific crosshairs:
        0: Do not use weapon specific crosshairs
        1: Do use them
        2: Use them, and gives the crosshair the color of the weapon

crosshairflash    integer    Range: 0 .. 1    Default: 1
   - When health is at a critical state, your crosshair will slowly flash red.

crosshairhitspeed    integer    Range: 0 .. VAR_MAX     Default: 500
   - Determines how long the crosshair's hit marker will be visible on hit.

crosshairthrob    float    Range: .0001 .. 1000    Default: .3
   - Determines how large the crosshair will get at max when it throbs. (when you're regenerating health).

crosshairtone    integer    Range: 0 .. 4    Default: 0
   - Sets the tone of the crosshair. *see Index of Terms for information*




Radar Corner Variables

{l Code}: {l Select All Code}
radarcornertex    string    Range: N/A    Default: "textures/radar"
    - Sets the texture of the Corner Radar

radarcornerblend    float    Range: 0 .. 1    Default: 1
    - Determines the blend of the Corner Radar.
   
radarcornerblend    float    Range: 0 .. 1    Default: 1
    - Determines the blend of the Corner Radar.

radarcorner    float    Range: 0 .. 1000    Default: .15
    - Sets the size of the Corner Radar

radarcornersize    float    Range: 0 .. 1000    Default: .04
    - Sets the size of objects on the Corner Radar. (players and weapons)

radarcorneroffset    float    Range: 0 .. 1    Default: .45
    - Not really sure how to describe this one...play with it yourself and see.
   
radarcornerbright    float    Range: 0 .. 1    Default: .8
    - Determines the brightness of the map in the radar
   
radarcornerdist    integer    Range: 0 .. VAR_MAX    Default: 512
    - Sets how much of the map to display in the Corner Radar. Setting this to 0 will use the map size.

radarcornertone    integer    Range: 0 .. 4    Default: 3
    - Sets the tone of the Corner Radar. *see Index of Terms for information*




Above Head Variables

{l Code}: {l Select All Code}
aboveheaddamage    integer    Range: 0 .. 1    Default: 0
    - Toggles the display of damage done to target above their head. (Looks a lot like it does in TF2)
   
aboveheadblend    float    Range: 0 .. 1    Default: .75
    - Determines the opacity of all things above a player's head.
   
aboveheadnames    integer    Range: 0 .. 1    Default: 1
    - Toggles the display of player name above player heads.
   
aboveheadnamesize   float    Range: 0 .. 1000    Default: 2
    - Determines the size of player names above player heads.

aboveheadstatus   integer    Range: 0 .. 1    Default: 1
    - Toggles the display of player status above player heads. This includes whether or not they are dominated/dominating or dead.

aboveheadstatussize   float    Range: 0 .. 1000    Default: 2
    - Determines the size of player status above player heads.

aboveheadteam    integer    Range: 0 .. 2    Default: 2
    - Determines how to display a player's team icon above their head:
        0: Not at all
        1: Only those on your team
        2: Both teams

aboveheadsmooth   float    Range: 0 .. 1    Default: .5
    - * I don't know what this does, if someone could fill in for me, that would be great! *
   
aboveheadicons    integer    Range: 0 .. 3    Default: 3
    - I don't know what the differences are. All I know is that it has control over how the weapon icon displays above player heads.




Various Console Settings

{l Code}: {l Select All Code}
confade    integer    Range: 0 .. VAR_MAX    Default: 1000
    - Determines the speed of the disappearance of text in the console. This is not how long it takes to start, but how long it takes to fade away when it does start.

chatconfade    integer    Range: 0 .. VAR_MAX    Default: 2000
    - Determines the speed of the disappearance of text in the chat console. This is not how long it takes to start, but how long it takes to fade away when it does start.
   
inputtex    string    Range: N/A    Default: "textures/menu"
    - Determines the icon to display next to the command line while in the console.

conopentex    string    Range: N/A    Default: "textures/conopen"
    - Determines the icon to be displayed above your head when in console.
   
chattex    string    Range: N/A    Default: "textures/conopen"
   - Determines the icon to be displayed above your head when in chat console.

showobituaries    integer    Range: 5    Default: 4
    - Determines what types of obituaries to show:
        0: No obituaries
        1: Only your obituaries
        2: Only yours, plus announcements
        3: Same as 2, but without bot obituaries
        4: Same as 3, but only without bot vs bot
        5: All obituaries

showaiinfo    integer    Range: 2    Default: 0
    - Determines what kind of AI info to show: (will show in the chat console like var changes)
        0: None
        1: Shows bot joins/parts, who they were assigned to replace, and their skill level.
        2: "More verbose information". Not sure what extra info there is.
Last edited by ZeroKnight on 16 Dec 2011, 18:36, edited 4 times in total.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby inpersona64 » 20 Sep 2011, 18:08

ZeroKnight {l Wrote}:Quick note about the radar for those that don't know: While it is indeed a radar, it actually functions as a motion senser. If an enemy is not moving, they will not show up on radar. Protip ;)

What's funny is that alotta players don't know that. And when you learn to master the motion sensor, you beast at the game. But besides that...thanks for the list ZeroKnight :)
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby fluxord » 20 Sep 2011, 18:50

Nice list Zero! This would be useful if it could get added to the RE wiki... Maybe a documentation section for all vars in the game, which are quite a lot!
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 20 Sep 2011, 19:10

True that, InP ^_~

Actually, I was thinking about doing a Red Eclipse documentation project. I would dub it "REDocs". If I did (which I very well may, and if someone would like to help, that would be fantastic) I'd probably host it on some free wiki of sorts, as wikis are a nice style for documentation. It would consist of everything that's on the current RE wiki, plus what I have here, along with all of the other vars, and even aspects of RE that aren't covered on the current wiki. I'd plan on keeping it a database of as much information as possible.

It'll be a lot of work at first, but once that milestone is cleared, it'll be easy from that point onward, because all that will be necessary are updates like modified vars or even added/removed vars in future versions.
I've got a lot of other ideas with RE that I'd like to do, so when I get to this, if I do at all, may not be for a while, unfortunately. Regardless, there's a high possibility ;P

Glad you guys like the info here ^_^
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby qreeves » 21 Sep 2011, 04:22

Awesome work, let me respond!

ZeroKnight {l Wrote}:
{l Code}: {l Select All Code}
fullconblend    float    Range: 0 .. 1    Default: 1
    - Sets the opacity of the console inside AND outside of use. This includes any returns from the console, as well as game messages like obituaries, however, this does NOT include flag/bomb related actions, oddly enough. At the time of writing, I'm unaware of how to control those last two. If anyone knows, please inform me!

What has you confused is the way it determines when to use conblend and when to use fullconblend. If any action like an obituary or affinity events apply to you (this may mean you are in the message, or the message applies to your team) it will use the more opaque fullconblend, any other time it will use conblend.

Oh, and you accidentally left a BBCode tag in the first CODE section under "Crosshair".

I can give people access to our Wiki if necessary, but if you guys want to collaborate in your own corner without needing my help then you might want to find another one. Be aware you should probably find something that uses MediaWiki, as other Wiki implementations differ slightly in their own way and importing it will then become difficult. If you have any issues finding a decent Wiki, let me know and I will arrange/create something for you.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby fluxord » 22 Sep 2011, 17:56

qreeves {l Wrote}:I can give people access to our Wiki if necessary, but if you guys want to collaborate in your own corner without needing my help then you might want to find another one

Contributing to RE's Wiki would be the brightest choice, as there is a lot to do there:
  • add a reference for all available vars/commands. Classify, group and document them all (server, weapon, interface/hud, mapping, etc.) and add "use examples" for each command/var (as people tend to understand better when seeing examples).
  • improve the editing/mapping docs. How to add textures, import models, add a image of a keyboard that shows all the keybinds of edit mode, etc.
  • add Cubescript reference, examples.
    Just to list a few. For a starting point the Sauerbraten reference docs is a good place, most commands are the same.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 22 Sep 2011, 19:15

qreeves {l Wrote}:Awesome work, let me respond!

What has you confused is the way it determines when to use conblend and when to use fullconblend. If any action like an obituary or affinity events apply to you (this may mean you are in the message, or the message applies to your team) it will use the more opaque fullconblend, any other time it will use conblend.

I just tested that out, and I see what you mean now. Oddly enough, when I tried that before, it didn't hide the affinity messages. I must have just goofed and forgot to change it again or something. I don't know, but either way, thank you for pointing that out :) Info updated.

qreeves {l Wrote}:Oh, and you accidentally left a BBCode tag in the first CODE section under "Crosshair".

Oh! Good call. Fixed ^^"

qreeves {l Wrote}:I can give people access to our Wiki if necessary, but if you guys want to collaborate in your own corner without needing my help then you might want to find another one. Be aware you should probably find something that uses MediaWiki, as other Wiki implementations differ slightly in their own way and importing it will then become difficult. If you have any issues finding a decent Wiki, let me know and I will arrange/create something for you.


See, the reason I mentioned using my own is that I wasn't sure if you were willing to give someone editing privileges. (figured it'd be dev only) However, if you WOULD be willing to give edit access, then that would make things so much easier. I wouldn't be able to work on it all the time, as I've only got internet about 50% of the time, and schoolwork and other interests (including other Red Eclipse projects ;P) could keep me from it. So, here's what I propose.

If you are still willing, you could give me (and any who wish to help (perhaps guided by me to a degree)) editing access, and I/we could start documenting, and add things piece by piece by piece. OR, I can go with my original plan to start it off on my own wiki somewhere (was planning on using mediawiki, btw (even on sourceforge xP)) and once it's good and done, we could just import it to the current one.

Tell me what you think, quin :P

------------------------------------------------------------

fluxord {l Wrote}:
  • add a reference for all available vars/commands. Classify, group and document them all (server, weapon, interface/hud, mapping, etc.) and add "use examples" for each command/var (as people tend to understand better when seeing examples).
  • improve the editing/mapping docs. How to add textures, import models, add a image of a keyboard that shows all the keybinds of edit mode, etc.
  • add Cubescript reference, examples.
    Just to list a few. For a starting point the Sauerbraten reference docs is a good place, most commands are the same.


Yes, you got it exactly right. Those are all in my planned list. On top of that, I will be including and even reorganizing some things. The outline is this, albiet VERY rough:

  • Gameplay
    • Controls
    • Game Modes
    • Strategies/Tips/Tricks
  • Bleeding Edge (will include oribital's server update script)
    • Set up SVN
    • Compiling with Code::Blocks
    • Compiling with GCC (Terminal)
  • Server Setup
    • Public
    • Private (will also include the way to make a literal private server not on the master list (the way quin suggested))
    • Resources
  • Command Repository
    • Client
    • Server
  • Variable Repository
    • Client
    • Server
    • Weapons
    • Game (related to game modes, mutators, etc. (may just merge with server))
  • Cubescript
    • Getting Started
    • GUI
    • -- haven't thought much about this layout, will probably be references and various tutorials --
  • Map Editing
    • Tutorials
    • Resources
    • References
    • Map Repository (?)

Obviously, there's room for improvement and defining, but that was just a rough categorization idea.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby inpersona64 » 22 Sep 2011, 20:50

Map editing is going to be large. Even though it only appears as a gametype in RE, basically it's like a whole other game in RE. Honestly, I'd read through it once it's complete. Maybe I'll get into making maps someday. Right now, I'm only at concept artist stage lol.

Offtopic: Me and the clanmates were joking around the other day about an Editing clan (it should be considered a club, respectively because clans battle). If there were an editing clan, how would they battle? Who makes the best map? lol
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby qreeves » 23 Sep 2011, 02:23

ZeroKnight {l Wrote}:See, the reason I mentioned using my own is that I wasn't sure if you were willing to give someone editing privileges. (figured it'd be dev only) However, if you WOULD be willing to give edit access, then that would make things so much easier. I wouldn't be able to work on it all the time, as I've only got internet about 50% of the time, and schoolwork and other interests (including other Red Eclipse projects ;P) could keep me from it. So, here's what I propose.

If you are still willing, you could give me (and any who wish to help (perhaps guided by me to a degree)) editing access, and I/we could start documenting, and add things piece by piece by piece. OR, I can go with my original plan to start it off on my own wiki somewhere (was planning on using mediawiki, btw (even on sourceforge xP)) and once it's good and done, we could just import it to the current one.

Yeah, I have no problem with either approach. May as well just work on the main wiki, people are hungry for more information at this point. If you don't already have one, create a sourceforge.net account and tell me your login name (and that of anyone else you want helping) there :)
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 23 Sep 2011, 22:04

Okay, main wiki it is then. TBH, I was wanting to just do that a bit more than my latter plan :P
My SF username is "xzeroknightx". So far I don't know if anyone else wants to help, but if you guys do, post your SourceForge usernames here if you'd like to help out. Our biggest goals are documenting variables/commands, and documenting mapping. Though I'm sure a lot of us here can do mapping quite easily :P
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby qreeves » 24 Sep 2011, 06:13

Done, you are now a wiki editor.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby freaks » 24 Sep 2011, 07:40

I was wondering if it would be possible to use fractal terrains as the base ground level for a map.
The reason I ask is that I am able to genertate such things and have some basic openGL programming experience.
Such terrains are probably not simple to build structures on though and I'm not even sure if they would be easily implemented in the cube environment.
Is this of interest to anyone, or is it perhaps just not suited to the engine?
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 24 Sep 2011, 19:23

qreeves {l Wrote}:Done, you are now a wiki editor.

Thanks quin, I'll get started now, and I'll work on it as much as I possibly can within my school constraints :P (and the desire to play Red Eclipse and other games ;P)

freaks {l Wrote}:I was wondering if it would be possible to use fractal terrains as the base ground level for a map.
The reason I ask is that I am able to genertate such things and have some basic openGL programming experience.
Such terrains are probably not simple to build structures on though and I'm not even sure if they would be easily implemented in the cube environment.
Is this of interest to anyone, or is it perhaps just not suited to the engine?


Haha I've got little to no experience with map making, and absolutely none in OpenGL programming, so I'll let others respond to this.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby Phy83r0pt1k » 24 Sep 2011, 20:45

The engine does have terrain generation but its not that good. mostly get triangles and harsh sharp terrain.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby sireus » 24 Sep 2011, 21:16

Phy83r0pt1k {l Wrote}:mostly get triangles and harsh sharp terrain.

Hmm, did you try the "smooth" brush?
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby freaks » 25 Sep 2011, 04:37

Well, if anyone who makes maps is interested I could make a handful of triangle meshes to try as a base terrain.
If I get some spare time I might have a go myself.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 26 Sep 2011, 19:36

Just wanted to let quin know:

If you noticed I didn't start editng when I said I was, I'm sorry. Schoolwork is taking priority, (and I've got a lot ATM) so I might be able to do a bit of work on it later tonight when I finish my schoolwork and update Extended Compass. Just wanted to give you a heads up so you don't think I don't want to do it :P

Edit: To those considering helping out with vars/commands, there are (if memory serves) more than [color=red]2700 variables[/ccolor], and around 300 commands! And every one of them needs it's Name, Tag Type, Range, and Default Value documented, as well as a description and if applicable, what each value does. Just a heads up ;P
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby qreeves » 27 Sep 2011, 03:37

Haha, it's okay. Not like I am going to pull out a whip and start crackin' you with it. I don't work on RE 24/7 myself either, y'know :)
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 27 Sep 2011, 03:52

qreeves {l Wrote}:Haha, it's okay. Not like I am going to pull out a whip and start crackin' you with it. I don't work on RE 24/7 myself either, y'know :)


Haha, I know man, I just wanted to let you know. I didn't want to leave a bad starting impression, you know? Like, get all hyped and saying I'll do it, and then do nothing for the first day. Uploading EC now, and just need to update that thread, and I'll work on the wiki for a little while :)

[EDIT]
Actually, I'd like to plan this a bit more. I've never actually used MediaWiki, but I can look things up as I go, and I already know a fair amount of HTML, so that's not too much of a problem, but is there any way that I could make edits to the wiki, but have them NOT visible by the general public? That way I could organize things first, then have it visible, then edit and add as I go. Unless you don't mind the wiki possibly looking FUBAR at various points...

But what do you think would be the best route to go?
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby qreeves » 27 Sep 2011, 16:23

I doubt it really matters so long as information is there. At this point I don't think too many people are actually using it anyway.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 27 Sep 2011, 17:16

Alright. Just wanted to make sure. I'll probably just tack on extra sections for now just to get them made and organized, despite them being a bit redundant, then I'll just phase out the old as I go.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 02 Oct 2011, 08:53

A video showcasing all the possibilities of all of these vars would be quite long, and I myself lack the processing power to do so anyway. Just play with them yourself. That's the fun of customization and experimenting ;)
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby ZeroKnight » 05 Dec 2011, 18:20

Bumping this thread in hopes that more will notice it.
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Re: Collection of Useful "Look 'N' Feel" Variables

Postby Marenz » 06 Dec 2011, 15:16

I'd ask to get edit access as well, so I can write the things I discover while creating my mod into it.. like what weapon variable does what for example, or how to edit certain things.. and stuff like what power and cooked means.. things like that..
and there is also this variable/command list floating around somewhere in the forum which maybe should be put into the wiki as well?

sf name "marenz"

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Re: Collection of Useful "Look 'N' Feel" Variables

Postby qreeves » 06 Dec 2011, 17:11

Marenz {l Wrote}:I'd ask to get edit access as well, so I can write the things I discover while creating my mod into it..

Done.
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