#18778 posted by anonymous user on 2010/06/19 19:22:13
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
#18779 posted by roblot on 2010/06/19 19:23:10
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
#18780 posted by JneeraZ on 2010/06/19 19:37:09
Deleted.
 Thank You Sir Willem
#18781 posted by roblot on 2010/06/19 23:09:47
 Roblot
#18782 posted by necros on 2010/06/19 23:42:37
i'm confused by your use of the term shader..?
#18783 posted by - on 2010/06/20 09:29:02
add me to the list.
#18784 posted by roblot on 2010/06/20 16:08:14
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?
#18785 posted by roblot on 2010/06/20 17:21:50
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
#18786 posted by roblot on 2010/06/21 00:07:19
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.
#18787 posted by necros on 2010/06/21 05:22:10
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
#18788 posted by megaman on 2010/06/21 11:39:36
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.
#18789 posted by roblot on 2010/06/21 12:11:52
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
#18790 posted by gb on 2010/06/21 12:40:10
 RAGE
#18791 posted by Shambler on 2010/06/21 13:15:54
Q4A meets Fallout3LITE. Looks good to me. Not amazing, but good. Seems they have toned down the driving bollox, this is a good thing. Main concern is the lack of big scary enemies. This is a post apocalyptic wasteland, where are the giant mutants??
 Bland, Generic Quake
#18792 posted by gb on 2010/06/21 13:35:15
From the doomworld forums:
I wish that id would have made Doom 3 back around 1996, with a new engine, but updating (read: not changing, but updating) and adding to everything that was great about the originals, rather than put out the bland, generic Quake. John Romero pretty much admitted that he stuck a Doom game in the new engine and they called it Quake. But it showed that the creativity wasn't there.
http://www.doomworld.com/vb/doom-general/51459-if-we-want-classic-doom-then-we-should-play-classic-doom/
People are strange.
 Shaders
#18793 posted by ijed on 2010/06/21 13:49:43
Are just a name given to a group of textures that then get slapped on geometry. For example, a diffuse + emissive + environment map.
 Wtf Is Q4A
 It Is.
#18795 posted by Shambler on 2010/06/21 15:09:21
A summation of recent Id / Id-style standard shooters.
 LOL
#18796 posted by Shambler on 2010/06/21 15:12:24
I wish that id would have made Doom 3 back around 1996, with a new engine, but updating (read: not changing, but updating) and adding to everything that was great about the originals
So basically he wanted an updated Doom game in a new engine...
John Romero pretty much admitted that he stuck a Doom game in the new engine and they called it Quake. But it showed that the creativity wasn't there.
...and then complains when someone made a, ummm, updated Doom game in a new engine :D
#18797 posted by stevenaaus on 2010/06/21 22:40:09
Perhaps he's just not articulating himself too well ?
But it showed that the creativity wasn't there
I know what he's saying here though - the original levels are pretty meh in some ways.
Roblot's map is cool. That's a damn nice effect.
#18798 posted by Spirit on 2010/06/21 22:58:04
Yes! Thing is that the box I was in at first rendered fullbright red for me or not at all. So I assume that was supposed to be some doom3ish glass effect in some other engine. I did stop and admire that "wicked cool effect that must be some *water hack".
 Glad Ya Likes It
#18799 posted by roblot on 2010/06/22 01:12:16
I still don't know all the bugs possible, but I have an Nvidia card that I'll test it in sometime later. I have 3 computer in the house (all ATI). Spirit, I didn't think I used fullbright on that, but I did. It plays correctly all times for me. It's just when I compile the .map that I have to restart the computer, load .map, and then compile straight away. If I do some editing I'll likely have no red glass at all in the .bsp (it's invisible).
Hacks are a handfull...
#18800 posted by roblot on 2010/06/22 01:20:49
I think the box the start player is in is too small, and that's the problem. Player may be a bit into the glass, so the glass disappears.
 Happy Bday
#18801 posted by Trinca on 2010/06/22 15:36:49
14 years is a long road!
 Just A Teenager
#18802 posted by roblot on 2010/06/22 17:44:42
I got a rock in my hand. You know how old it is? 600 billion years old!
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