From cb38533de54b65a30b1ed7a31a00840e0d526859 Mon Sep 17 00:00:00 2001 From: myT Date: Tue, 13 Dec 2022 05:10:57 +0100 Subject: [PATCH] invertedpenguin: replaced the shader of the blood pool behind RA --- changelog.txt | 2 ++ code/renderer/tr_bsp.cpp | 12 +++++++++++- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/changelog.txt b/changelog.txt index 17001d7..1cd4a85 100644 --- a/changelog.txt +++ b/changelog.txt @@ -55,6 +55,8 @@ add: /waitms to delay command executions by the specified number add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance +chg: invertedpenguin's RA blood pool has a new look to help better see the RA against its background + chg: forcing the nopicmip flag on 2 new texture folders: "textures/npmenv" and "textures/npmpads" chg: r_vertexLight 1 no longer collapses shaders but replaces lightmaps with vertex colors diff --git a/code/renderer/tr_bsp.cpp b/code/renderer/tr_bsp.cpp index 3d50404..04c02a2 100644 --- a/code/renderer/tr_bsp.cpp +++ b/code/renderer/tr_bsp.cpp @@ -1617,7 +1617,8 @@ void RE_LoadWorldMap( const char* name ) tr.worldMapLoaded = qtrue; byte* buffer; - ri.FS_ReadFile( name, (void**)&buffer ); + int pakChecksum = 0; + ri.FS_ReadFilePak( name, (void**)&buffer, &pakChecksum ); if ( !buffer ) ri.Error( ERR_DROP, "RE_LoadWorldMap: %s not found", name ); @@ -1663,6 +1664,15 @@ void RE_LoadWorldMap( const char* name ) tr.world = &s_worldData; ri.FS_FreeFile( buffer ); + + // invertedpenguin: replace the blood pool behind the RA because it severely impedes legibility + // (yes, r_mapGreyscale can be an effective work-around) + if ( pakChecksum == 1472072794 && + s_worldData.numsurfaces == 3064 && + !Q_stricmp( R_GetMapName(), "invertedpenguin" ) && + !Q_stricmp( s_worldData.surfaces[2859].shader->name, "textures/inpe/m_liq/meat_liquid_bloodpool_A" ) ) { + s_worldData.surfaces[2859].shader = R_FindShader( "textures/liquids/calm_poollight", LIGHTMAP_NONE, 0 ); + } }