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Pipeline 
The code and database are still on fov120.com, it's just a matter of patching some stuff up. Is there a lot of interest in that? 
I Would Think Not 
Some parts of the Doom community still use the (their own) pipeline system, though.
However, with so few projects we're having here, I don't think it'd be worth the effort, unless maybe everybody agreed to use it (which I doubt will happen). 
Hah 
negativegke

Pipeline was great, if nothing else the list of released maps was gold (so you didn't miss any if you hadn't had your finger on the pulse for months... or years....) 
Shit 
Looks like I was wrong. The database is there but the code is missing. Someone would have to ask Killer if he still has it. 
 
Sure, if many people used it. But I was under the impression that for a long time there was hardly any activity and it often wasn't clear from the entries whether a map had already been finished and released or was still in WIP limbo. 
SleepwalkR 
Or take it from here: http://www.wadsinprogress.info
New Style Teleport Example 
I took out a small section from a map to show a quake 1 shader in action. This map uses Quoth, and setup needed things automatically.

Download:
http://www.quaketastic.com/upload/files/single_player/maps/q1_shader-map.zip 
What How Where? 
What is it supposed to look like? What should I do. Please include your name in readmes. That moron head animation ruined the whole good atmosphere. Nice map. 
He's A 1996 Quaker Rebel 
It's just an example anyway. My maps are in early stages and shapes will change alot. But, I've done 5 months of texture making (and learning) before hand. If you extract the textures you'll see the shaders involved, and the textures that are just plain quake animations. 
Heh 
fuck yeah hrimfaxi 
 
With RMQ listed as individual mappers, the list is:

negke
necros (several?)
Tronyn (several?)
JPL
Orl
Madfox
Pulsar (several?)
metlslime (haha)
Hrimfaxi
Trinca
Lunaran
Dr. Shadowborg
everyone's favourite cuddly Norwegian
roblot apparently
ijed
rjthorne
RickyT23
Vigil
Lardarse
gb
aenoch (still mapping for Quake?)

I would guess Kell is hopefully still mapping for Quake now and again?

Than hopefully, as well? Zwiffle? Drew? Willem?

Doesn't look all that bad, just a phase of less releases I guess.

Keeping fingers crossed for second half of 2010 :)

And quality over quantity. 
 
I'm going to give Ogier a shot and pester czg for help, and if its good enough then I might crank something out. 
 
than and Willem have WIPs too but they are currently on the back burner.

Listing the RMQ people individually puts a somewhat distorted light on the situation as they are all working on a single project that isn't going to be released anytime soon (see metlslimes original question). 
Shader Teleport Version 2 
Just made a quick change to show water possibilities. The original q1_shader-map.zip could be deleted at Quaketastic.

http://www.quaketastic.com/upload/files/single_player/maps/q1_shader-map2.zip 
 
Deleted. 
Thank You Sir Willem 
 
Roblot 
i'm confused by your use of the term shader..? 
 
add me to the list. 
 
I've never edited q3, but I think that the texture layer that I've added to the map example acts like a shader? No scripts of course, and just 1 programmed effect to work from (liquid motion). A hack, no yes? I don't know. 
I Might Have The Terms Wrong? 
But, looking at some .pk3's a blackened stain texture is written into a shader script, then applied onto other textures. Shaders also smooth-out the faces of brush angles to get a smooth look. 
Necros Or Scampie 
Because this is a brush layering hack, I might be getting unique effects seen though my ATI videocard and drivers, that you guys are not getting? At the teleport, do you see a static chainlink fence with a skull image floating in circular motion? If not, that's what I didn't anticipate.

This is a real good effect though, so I'm not giving up till I check it up further. 
 
But, looking at some .pk3's a blackened stain texture is written into a shader script, then applied onto other textures. Shaders also smooth-out the faces of brush angles to get a smooth look.

the act of putting the stain texture isn't what is implied with the word shader. rather, it's the settings that make the stain blend in a different way than normal (like making it multiplicative (filter), for example so that the colours of the texture multiply their rgb values to the colours behind it instead of just blocking them out completely).

the term shader implies advanced graphical effects beyond what can be done with just the textures. they imply multiple textures and masks along with scripting. to the more industry minded, shader tends to be replaced with the more correct term 'material', as i believe 'shader' is talking more about lower level programming with tons of vector maths meant to communicate with the video card. (confirm?)

back to the map, there's nothing wrong with the effect and it looks cool. i was just very confused because i was looking for something that wasn't there. :) 
Shaders 
yeah, generally, they are custom programs for the graphics hardware.

Quake 3 shaders are an entirely different thing though, materials would probably be the better term (and I think Doom 3 indeed calls them so?)

They basically set material properties, but allow for some neat stuff with e.g. blend functions, because they're quite low level in parts. 
 
Well, I'm glad it's working then. As for blending (for my videocard), I do see a multiplicative effect of pixels with the 2 layers (chainlink and skull), they interact a little bit. But, I do understand q3 is way more advanced. For q1, this is kinda rustic and fits well. 
Doom3 Materials 
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