This Alien Earth -- quake.zone browser build Repacked for browser play from: http://www.quaketerminus.com/mods/taedemo1.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== taedemo1.zip/gpl_list.txt ===== "gpl player model" "gpl quake view models and weapon pickup models replacements" Humanoid Model Exploding Barrel and Exploding Box Health BSP Models Copyright (C) 2000 Seth Galbraith, Benjamin Galbraith and Ulrich Galbraith This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Shawn Geier sgeier@krl.org Seth Galbraith "The Serpent Lord" sgalbrai@krl.org Benjamin Galbraith "bfgalbraith" bfgalbraith@planetquake.com Ulrich Galbraith "Zancrus" zancrus@yahoo.com Original completion Thursday August 10, 2000 ===== taedemo1.zip/Mapping.txt ===== Oki... here is the third little brief tutorial on how to map using TomazQuake engine... Mapping 1.46 ########### Q2 skyboxes ########### Simply add a "sky" tag to the worldspawn field. In my map at the top it looks like this: (when viewed in a text editer.. such as wordpad) "classname" "worldspawn" "sky" "city1" "wad" "textures.wad" This loads the city1 skybox and all 6 files should be in id1/gfx/env. The pics should be named like this for the city1 skybox. city1bk.tga back city1dn.tga down city1ft.tga front city1lf.tga left city1rt.tga right city1up.tga up U can also use LoadSky from the console to load different skys. ############## Colored Lights ############## This is one of the nicest things i ever seen... (and i dont mean that MY version is the nicest but colored lights overall) To make colored light u just have to put a "_color" "? ? ?" on your light entities... Then just calculate the light with LordHavoc's hlight.exe or my TomLite.exe (further instructions on how to use TomLite comes with the prog itself) which produces a lit file (lit files are small files that contains the colored information of a map). By using lit files the map can be played on engines that doesnt support lit or doesnt even support colored lights.. dosquake for example. But then the map will have ordinary light :). The lighting method is the same as on the original tools... Except u add 0-255 for the colors... and u have to lit the map twice... first without the -colored tag in order to calculate the light offset tables in the BSP... then with the -colored tag to calculate the .lit file.... ############ TGA Textures ############ This is the simplest thing of it all :) Just make a folder called textures in the id1 folder if it isnt already there. Then if u have a texture called wall01_1 in your map. Then just make a tga named wall01_1.tga and put it in the texture folder and it will use the tga on the map instead of the built in texture. Note that u doesnt use the tga when u map. u have to have a wad as usuall when u map. ############# Alpha Brushes (Requires Tomaz Mod or the code from it) ############# Simply make a brush and make it an func_wall entity. Then add a "alpha" value to the entity. 0.01 being translucent and 1 being solid. 0.5 will then logically be 50% translucent. Dont use the value 0 since it then will be 100% soild. ######### Lightning (Requires Tomaz Mod or the code from it) ######### Simply make a brush and make it an func_lightning entity. Then the lightning will strike down to ground from somewhere inside that brush randomly. ############# Rain and snow (Requires Tomaz Mod or the code from it) ############# This is like the Lightning.... Just make a brush and make it an func_rain or func_snow. U can also add an drops value for the rain and an flakes value for the snow. The amount u set is the amount of drops and flakes it will spawn every 0.1 second... Default is 10 if the value is not set... To big values can cause the game to crash. The amount of drops and flakes u want is all up to how big the rain or snow brush is... a small brush requires lesser drops while a big brush requires more. And sorry for my BAD english.... If there is something u dont understand or that i have explained badly then u r very welcome to mail me... And if u just want to give ideas or have any questions at all then of course u r welcome to mail me then to ;) Tomas "Tomaz" Jakobsson tompsson@hotmail.com tomaz.quakesrc.org ===== taedemo1.zip/Moding.txt ===== Oki... here is the third little brief tutorial on how to mod using TomazQuake engine... Moding 1.46 Well first of i guess is how to use TGA's on all the different things in the game. I havent tried every little possible way of doing it so i would appreciate some feedback on how it works. ########## Md2 Models ########## Works the same as with an mdl. ################ TGA's on sprites ################ This one is easy. Just add an tga with the same name as the sprite and with an _"number of frame" to the end of it. As example. Id's original explosion sprite is in id1/progs and is called "s_explod.spr". It has 6 frames. Then the TGA's would be "s_explod_0.tga", "s_explod_1.tga" and so on. And the TGA's goes in the same folder as the sprite is. ############### TGA's on models ############### Same as with sprites but instead of the frame number u add the skin number. So like "invisibl.mdl" which is the invisibility ring. It only has 1 skin so the TGA would be "invisibl_0.tga". ############### All other TGA's ############### All other TGA's as menu graphics and conbacks and conchars all goes in the gfx folder. One thing that works for all these TGA functions is that the TGA can be any size. If its to small it is stretched to fit the original LMP size. And if its to big then it is shrunk to fit. Another thing is that all these talk about TGA's also work with PCX's. A third thing is in order to get translucency in the TGA's u have to add an "alpha channel". I mainly use Photoshop for that cos its real simple to do with it. But if u have any other prog and need help im sure we can solve it. ############ Moding Stuff ############ u can put: .float alpha, scale, glow_size, glow_red, glow_green, glow_blue; at the bottom of your defs.qc in order to use self.**** to use this new stuff. .alpha 0-1 sets the translucency of any model. 1 = Solid 0. = Invisible. .scale 0-4 sets the scale of any model. 0 = so small u cant see it. 4 = 4 times as big as original. .glow_size 0-250 spawns a dynamic light around the model and set the size of it (duh). .glow_red 0-1, .glow_green 0-1 and glow_blue 0-1 set the color of the dynamic light. 3 BIG IMPORTANT NOTES U can NOT use alpha = 0 and scale = 0. u must use 0.01 or something. Cos if u use 0 it defaults to 1. This is due to a bug that othervise would make all models that doesnt have .scale or .alpha to get the value 0. Which means that u would have to give ALL modells a value. So dont use 0 but use 0.01. And dont do like if (scale < 0) remove self; but use if (scale < 0.01) remove self; or something like that.. othervise the model will flash just before it gets removed. Second thing is that if u use FrikBots in your mods. Then u need to change a variable in the frikbot code from scale to scal 2. othervise it will interfer with my scale code. And its easier to just change that value in the frikbot code then for me to redo the whole .alpha .scale system. All this can apply to brush entities to such as func_wall's func_door's and so on. To make glass or ice or whatever u wanna do. ###### Slowmo ###### With stuffcmd'ing the cvar slowmo u can alter the game speed... 1 is normal. 2 is double speed and 0.5 is half speed... 0.1 is SLOW-MOTION ;) And sorry for my BAD english.... If there is something u dont understand or that i have explained badly then u r very welcome to mail me... And if u just want to give ideas or have any questions at all then of course u r welcome to mail me then to ;) Tomas "Tomaz" Jakobsson tompsson@hotmail.com tomaz.quakesrc.org ===== taedemo1.zip/taedemo/tae.TXT ===== 4/5/2002 ========================================================================= : This Alien Earth - first Release ========================================================================= 'A Total Conversion for Quake' MAKE SURE YOU READ THIS BEFORE MAILING ME WITH BUGS AND STUFF!!! Authors : The TAE Team. Email Address : hal_2079@planetquake.com URL : http://www.planetquake.com/tae/index.html Description : 10 new levels. lots of new models. lots of new sounds. lots of new textures. and lots of other cool stuff Thanks to : The guys at id the people at planetquake and all these cool people Seth Galbraith - sgalbrai@krl.org Ulrich Galbraith - ugalbrai@krl.org Charles Galbraith - cgalbrai@krl.org http://www.planetquake.com/simitar for additional textures models and quake.C and for there really cool site which has lots of free textures models and other free stuff, TomazQuake engine 1.46 (see tqreadme.txt 4 Instructions on how to "use" this engine) Author: Tomas "Tomaz" Jakobsson and Bram "BramBo" Stein Email: tompsson@hotmail.com Webpage: http://tomaz.quakesrc.org Chris Buecheler Sean Johnson for their texture artwork Shawn Geier sgeier@krl.org for additional .Bsp models Peter Lewyllie, peter_lewyllie@mail.dotcom.fr for additional models Phil Heil aka "Cyrus" E-Mail: dot_mr@hotmail.com Ludovic Texier Ludo@aw.sgi.com for additional models and quake.C Bendragon for The "Beat Down Bat" models Skin by: "Zancrus" Guard|aN E-mail: cheng318@vol.net WWW: http://avalon.viewpoint.com/bubbah/guardian/ for additional models Privateer (privater2@yahoo.com). for additional models and Skins Quake1 textures by Frank "POX" Condello pox@planetquake.com Dylan "lithiumbat" Sartain for additional textures models and quake.C Black Ops models Copyright (C) 2000 by The Lieutenant for additional models and quake.C http://www.planetquake.com/commandhq BUBBAH : e-mail: yue@worldaccess.nl : http://www.worldaccess.nl/~yue/mdl.htm for additional textures models and quake.C the guys at Graphtallica (I think it's dead so rip) ================================================================ * Play Information * Single Player : of course...duh. Cooperative : no not yet Deathmatch : no not yet Difficulty Settings : YES New Sounds : Yes New Graphics : Yes Sound Track : No Demos Replaced : no Source Included : Not yet...maybe later. * Construction * Base : levels are my own, source is based on id's original code and other stuff I found on the Internet Editor(s) used : QUARK 4.07 QUARK 5.10 Paint Shop Pro, Meddle 1.6, Meddle 2.0 qME, Windows notepad, EditPad by Jan Goyvaerts. AdQuedit: The Quake Workstation; Advanced Quake Model Editor 0.4, Quake 2 Modeller 0.90b Worldcraft, Qed, Windows, Anim8or, NPherno's Skin tool, Sound Forge, RVis, md2view, Known Bugs & Notes : Maybe errors on some save/loading of a level. Haven't been able to track it down. If you find any others PLEASE report them. if the game dose not work make sure its in the right directory it should be in somthing like C:\quake\taedemo not C:\quake\taedemo\taedemo this just wont work. Brushes : Zillions Construction Time : In the Making since November 2000. Installation 1. Unzip the file, taebata1.zip, into your Quake directory (with "keep directory structure" enabled). This should create a directory called "taedemo". 2. Run the TAETQ.BAT its in the Quake directory 3. the Start map has been replaced so you can go from there, or go to the maps by name..they are start (by Seth Galbraith - sgalbrai@krl.org) taesp1 (by ME) taesp2 (by ME) taesp3 (by ME) taesp4 (by ME) taesp5 (by ME) taesp6 (by ME) taesp7 (by ME) taesp8 (by ME) taesp9 (by ME) No extra impulses have been inluced so there is no need to bind keys or anything annoying like that. Just use your normal quake config and go kick some butt! For more info check out http://www.planetquake.com/tae/index.html ===== taedemo1.zip/TQ_checkextensions.txt ===== TomazQuake supported extension list, version 1.01 Short text on how to use the versioning in your mods to use TQ specific stuff but still make the mod work in original quake. This standards are still in development and are VERY likely to change. Supported extension ########## TQ_DLIGHTS field definition: .float glow_size; .float glow_red; .float glow_green; .float glow_blue; customizable glowing light effect on the entity, glow_red, glow_green and glow_blue is the color in the range 0-1. glow_size is is the size of the glow (duh) in the range 0-1024. ####### TQ_SNOW temp entity definitions: float TE_SNOW = 14; field definition: .float flakes; creates a shower of snow. ####### TQ_RAIN temp entity definitions: float TE_RAIN = 15; field definition: .float drops; creates a shower of rain. ######### TQ_PLASMA temp entity definitions: float TE_PLASMA = 16; new weapon. ############ TQ_RAILTRAIL temp entity definitions: float TE_RAILTRAIL = 17; new weapon. ######### TQ_SLOWMO not tested yet ############ DP_ENT_ALPHA field definition: .float alpha; controls opacity of the entity, 0.0 is forced to be 1.0 (otherwise everything would be invisible), use -1 if you want to make something invisible, 1.0 is solid (like normal). ############ DP_ENT_SCALE field definitions: .float scale; controls rendering scale of the entity, 0.0 is forced to be 1.0 (otherwise everything would be invisible), max scale is 4. ############### DP_QUAKE2_MODEL shows that the engine supports Quake2 .md2 files. ############### DP_HALFLIFE_MAP simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30). ###################### DP_SV_DRAWONLYTOCLIENT field definitions: .entity drawonlytoclient; the entity is only visible to the specified client. #################### DP_SV_NODRAWTOCLIENT field definitions: .entity nodrawtoclient; the entity is not visible to the specified client. #################### add this to defs.qc after // void(entity e) setspawnparms = #78; // set parm1... to the values at level start for coop respawn add: float(string name) checkextension = #99; then at bottom add: float qsg_allowed; float TQ_DLIGHTS; float TQ_RAIN; float TQ_SNOW; float TQ_RAILTRAIL; float TQ_PLASMA; float TQ_SLOWMO float DP_ENT_ALPHA; float DP_ENT_SCALE; float DP_QUAKE2_MODEL; float DP_HALFLIFE_MAP; float DP_SV_DRAWONLYTOCLIENT; float DP_SV_NODRAWTOCLIENT; and add this to world.qc in void() worldspawn = qsg_allowed = cvar("QSG_VERSION"); if (qsg_allowed) { TQ_DLIGHTS = checkextension("TQ_DLIGHTS"); TQ_RAIN = checkextension("TQ_RAIN"); TQ_SNOW = checkextension("TQ_SNOW"); TQ_RAILTRAIL = checkextension("TQ_RAILTRAIL"); TQ_PLASMA = checkextension("TQ_PLASMA"); TQ_SLOWMO = checkextension("TQ_SLOWMO"); DP_ENT_ALPHA = checkextension("DP_ENT_ALPHA"); DP_ENT_SCALE = checkextension("DP_ENT_SCALE"); DP_QUAKE2_MODEL = checkextension("DP_QUAKE2_MODEL"); DP_HALFLIFE_MAP = checkextension("DP_HALFLIFE_MAP"); DP_SV_DRAWONLYTOCLIENT = checkextension("DP_SV_DRAWONLYTOCLIENT"); DP_SV_NODRAWTOCLIENT = checkextension("DP_SV_NODRAWTOCLIENT"); } now if the engine u are using have any of these... then it will return true so for example void () fade_bullethole = { if (DP_ENT_ALPHA) { self.alpha = self.alpha - 0.05; if (self.alpha < 0.06) self.think = SUB_Remove; else self.think = fade_bullethole; self.nextthink = time + 0.1; } else self.think = SUB_Remove; }; if the engine currently running supports DP_ENT_ALPHA.... then the bullethole will fade... if not it will just simply be removed... I suck at explaining... so this is the best i can do at the moment... ===== taedemo1.zip/TQReadme.txt ===== TomazQuake 1.46 23 July 2001 Author: Tomas "Tomaz" Jakobsson and Bram "BramBo" Stein Email: tompsson@hotmail.com Webpage: http://tomaz.quakesrc.org Instructions on how to use this engine in your own modifications can be found in Moding.txt and Mapping.txt ////////////////// //How to install// ////////////////// Just unzip to your quake dir. If the engine wont run or if something doesnt do what it should... then try to run the engine WITHOUT using my mod... If that doesnt help then let me know and ill fix it. /////// //NEW// /////// saving of screenresolution - see below for more info mirrors - see below added brightness, now in video menu mapshots are now loaded fullscreen (looks way better) centerprints will now also be printed to the console (on request) max/min viewangles is now a cvar (see "new console variables") gl_wireframe and gl_wireonly options, see new console variables new fire effect fixed fullbrights toggleable underwater and slowmo sound pitch total redone particle renderer (thanks to illusion) new envmap code that uses no extensions (should work on any 3D card) (thanks to Vic) ///////////////////////// //NEW console variables// ///////////////////////// vid_savecurrentmode - saves the current videomode to startup.txt, will be read next time quake starts cl_viewangles_up - the upward max angle a player can look * cl_viewangles_down - the downward max angle a player can look * gl_showpolys - shows the polygons used in bsp models gl_wireframe - wireframe bsp model (make sure gl_clear is set to 1) print_center_to_console - enables centerprint messages to console s_nowatereffect - with this enabled the sound wont slow down while underwater s_noslowmoeffect - with this enabled the sound wont slow down while in slowmo mode most sound cvars can be viewed by typing SND_ (nig letters) and pressing tab NOTE: *for the sake of gameplay (and your own health, don't set viewangles above 90) //////// //BUGS// //////// skybox isn't properly reflected in mirror ambient sounds is fux0red timerefresh not correctly working near mirrors ////////////// //BUGS FIXED// ////////////// particles now draw correctly in front of water, and also reflect properly in mirrors mirrors work (see mirrors below) sbar drawing on map change removed (not really a bug) crosshairs tqscript animation, envmapping sound samplerate is now saved and used when u restart a game typing a console command and pressing tab sometimes crashed the engine... not now anymore models dissapear on edges is fixed brightness slider should work now //////////////// //Improvements// //////////////// Code with tutorials: Md2 Support LordHavoc Lit support LordHavoc Motion & Anim Interpolation Phoenix QuakeC File Access FrikaC Better ChaseCam FrikaC Copy & Paste FrikaC QC Exec FrikaC Toggelable Mouselook Heffo Fmod Sound Base Heffo Enhanced Console Editing Radix Bobbing Items Muff Centered Scorboard Muff FPS Counter Muff New Shadow Code Muff Enhanced Tab Complettion Fett Scroll Enhance Fett Rotating BModels MrG Any Pak Files MrG Alt-Tab Fix Tim Code from others sources and heavily modified by me: RailTrail TerribleOne Bouncing Particles LordHavoc QC Alpha Scale Glow On Models LordHavoc TGA On Almost Everything LordHavoc Hl BSP Support LordHavoc Pr_checkextension LordHavoc Trans Object Sorter FrikaC Frame Exporter Heffo ARB MultiTexturing Heffo Underwater Caustics Heffo (very heavy on fps) Colored Characters Topaz (not fully working) Map Snapshots Muff Glowing Models Muff TGA Crosshairs Muff Texture Scripts MrG Totally own code: Md2's Working as Players Translucent Hud Mp3 Player Fullbright Map Textures Improved Aiming Q2 Skyboxes Removed Waterwarp Extended Option Menu Higher Packet Overflow Limit More Trans Menu Background New Particle System Particle rain and snow No More id1/glquake Bigger Model Support Water Wave Slowmo Cvar Fog Show BSP Triangles Draw World as Wireframe ////////////// //How To Use// ////////////// #################### Md2 Support: Read Moding.txt #################### Lit support: Read Mapping.txt #################### Motion & Anim Interpolation: Makes Animations and Movements of all models ALOT smoother. Can be turned on/off in the "Extra Options" menu. #################### Better ChaseCam: Doesnt poke into walls as much as the original one did. #################### QuakeC File Access: Additional QuakeC stuff to read and write to files from QuakeC. #################### Copy & Paste: Now u can Copy from windows and Paste into the console... Handy for IP's ;) #################### QC Exec: #################### Toggelable Mouselook: The original +mlook is removed and this was added instead. Can be turned on/off in the "Extra Options" menu. #################### Enhanced Console Editing: #################### Bobbing Items: Items not only rotates but bounces to. Can be turned on/off in the "Extra Options" menu. #################### Centered Scorboard: The scoreboard that pops up when u complete a map no longer is in the up-left corner. #################### FPS Counter: Shows your current "Frames Per Second". Can be turned on/off in the "Extra Options" menu. #################### New Shadow Code: Shadows on rocket no longer flies all around the room. #################### Enhanced Tab Complettion: #################### Scroll Enhance: Console doesnt jump back to bottom if something gets written to it if u have scrolled up to read. #################### Rotating BModels: U can now make rotating Brushes... More info when i know myself how to do em... ;) #################### Any Pak Files: Pak files no longer need to be named pakX.pak. But can now be anything. #################### Alt-Tab Fix: Alt-Tabbing out and in again on nVidia cards now should work. (I only have a Voodoo2 so it has not been tested). #################### RailGun: #################### QC Alpha Scale Glow On Models: Read Moding.txt #################### TGA On Almost Everything: Read Mapping and Moding.txt #################### Hl BSP Support: U can now run Half-Life maps. But since alot of em uses stuff that Quake1 doesnt have (like func_ladders) they're not really playable unless u have a good mod that has support for all thos things. Some maps have their textures builtin into the map. Those maps will probably crash the engine. Maps can be put in maps/cs and maps/hl now to make the maps folder cleaner. And the WAD's that are used by the maps goes into the textures folder. Consult the "TEsted HL Maps.txt" to see what maps that work... This is still in beta stages. #################### Pr_checkextension: Read Pr_checkextension.txt. #################### Trans Object Sorter: Translucent objects are now sorted correctly so other models and stuff actually are seen thro the translucent objects. #################### ARB MultiTexturing: MultiTexturing thats faster on nVidia cards. #################### Underwater Caustics: A weird underwater effect. The images goes into id1/textures/caustics #################### Colored Characters: Not Working. #################### Map Snapshots: Loads an image of the map thats loading. #################### Glowing Models: The glow around the flames on the walls. #################### TGA Crosshairs: You can now change between 10 different crosshairs. Change is made in the "Extra Options" menu. #################### Texture Scripts: Read TQScripts.txt #################### Translucent Hud Now the status bar translucency can be set to a desire value. Change is made in the "Extra Options" menu. #################### Mp3 Player instead of audio tracks 02-11 it uses Track02-11.mp3 when loading music for maps. mp3's goes into id1/music. (mp3 play "scooter - fire") in console would load that mp3 if it is in the music folder. (mp3 stop), (mp3 pause), (mp3 resume) and (mp3 restart) is also supported. #################### Fullbright Map Textures: Those fullbright colors on software that went away in GL are now back. Can be turned on/off in the "Extra Options" menu. #################### Improved Aiming: A more accurate aiming. Can be turned on/off in the "Extra Options" menu. Has to be off on a lan game if someone doesnt use TQ. #################### Q2 Skyboxes: Read Mapping.txt #################### Removed Waterwarp: That b0rked waterwarp is now totally gone. #################### Extended Option Menu: My "Extra Options" menu can be found at the bottom of the original options menu. #################### Higher Packet Overflow Limit: Mods that tend to cause a "packet overflow" message should now work better. #################### More Trans Menu Background: Just the menu being more translucent. #################### New Particle System: Im sure everyone knows what this is ;) #################### Particle rain and snow: Read Mapping.txt #################### No More id1/glquake: Doesnt put out those ms2 files that used to be in the id1/glquake folder. #################### Bigger Model Support: Now supports bigger models and skins. #################### Water Wave: Makes waves on the water surface. Can be turned on/off in the "Extra Options" menu. #################### Slowmo Cvar: Slow down or speed up the game. use slowmo in the console. 1 is normal speed. #################### Fog: Can be turned on/off in the "Extra Options" menu. Density and color is also changed there. #################### Draw WireFrame Over The World: use gl_wireframe 1 to activate this mode. It draws a white line around all the world polygons. #################### Draw World as Wireframe Only: use gl_wireonly 1 to activete this mode. It works pretty much as the gl_showpolys except that it doesnt draw anything but the polygon lines. So it can be used both to view the splitting of the BSP polygons and to check how bad or good the vising of the map is. #################### Additional credit goes to. Akuma Moral Support and Beta Testing scar3crow Moral Support and Beta Testing Krust Moral Support and Beta Testing Horn Moral Support and Beta Testing CocoT Moral Support and Beta Testing Harb Moral Support and Beta Testing MrPeanut Moral Support and Beta Testing CtM Moral Support and Beta Testing The Lieutenant Moral Support and Beta Testing Plumb Moral Support and Beta Testing Midgar Moral Support and Beta Testing Deetee Moral Support and Beta Testing Paddy Moral Support and Beta Testing KyleMac Moral Support and Beta Testing jAGO Moral Support and Beta Testing ArchAngel Coding Help P5YCHO Coding Help BramBo Coding Help KrimZon Coding Help Ender Coding Help Atomizer Coding Help dakilla Coding Help Illusion Coding Help And of course i also wanna thank all you people out there that use this engine. Without you this wouldnt exist. ===== taedemo1.zip/TQScript.txt ===== ============================================================= TQScript notes: ============================================================= TQScript is basically the rscript from MrGlquake by MrG.... With some small changes The scripts goes into a file called textures.rs which should be in the id1 or the mod folder... A basic script looks like the following: texture_name { effect parameter1 parameter2 set flag value stage next_stage_name } A script must begin with a texture_name followed by an opening brace. It must end with a closing brace after all the code for it. ============================================================= Effects List ============================================================= turb ----------------------- Turbulant effect. does little to effect the turb. A higher makes the turb less. eg: turb 1 1 turbvert ----------------- Turbulant effect that changes vertices instead of texture mapping coordinates. eg: turbvert 8 scroll ------------------------- Scrolls the texture along the x and y axis at the defined speed. eg: scroll 0.1 0 stage ------------------- Specify which script to draw as the next layer of the image. Be careful that you dont create a recursive loop of rendering with this. eg: stage conback map ------------------- Set the texture to be used to . If not used, the texture specified in the BSP will be used instead. eg: map textures/wall01 anim ... ---------------------------------------------------- Sets the textures animation frames. Maximum 20 frames. ============================================================= Flags ============================================================= To set a flag in a script, use the 'set' command, eg: set Valid flags are: ================= alpha ------ Set the alpha value of the texture to . texscale --------- Enables scaling of the texture by . envmap ------- Enable environmental mapping on the stage. animtime --------- Sets the timing between animation frame changes to