 Pushplay
#508 posted by eggman on 2004/01/14 15:34:00
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated.
 Robotnik
#509 posted by pushplay on 2004/01/14 15:57:39
Aliasing's a bitch.
 Heh
#510 posted by nitin on 2004/01/14 20:46:37
you could do some funky trickjumps off the rocks if they are not clipped off.
 Grate Flooring
#511 posted by nb on 2004/01/15 01:32:39
nopicmip and nomipmaps (iirc) in the shader may help.
 Eggs
#512 posted by Shambler on 2004/01/15 06:35:09
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though.
 .
#513 posted by eggman on 2004/01/15 11:12:53
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived.
 Eggman
#514 posted by Maj on 2004/01/15 12:46:22
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.
nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10.
 Tx For The Help M8
#515 posted by eggman on 2004/01/15 13:59:27
So Maj, I would change the 'alphafunc GE128' stage to 'blendfunc GE128'??
textures/base_floor/proto_grate4
{
surfaceparm metalsteps
surfaceparm trans
surfaceparm nonsolid //Tim's fuckage
cull none
nopicmip
// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
{
map textures/base_floor/proto_grate4.tga
//tcMod scale 2 2
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
 Hey
#516 posted by pushplay on 2004/01/15 18:29:14
green crystal shader
Make some green crystals out of brushes. Make a whole bunch. R_speeds be damned.
 Off The Top Of Me Head...
#517 posted by Maj on 2004/01/16 05:47:23
The first stage should be:
{
map textures/base_floor/proto_grate4.t...
blendfunc blend
rgbgen vertex
}
And the second stage would have to be removed, cos you can't combine lightmaps with alphablending (except in some rare cases).
I haven't written any shaders for yonks though so take that all with salt...
 Eggman
#518 posted by pjw on 2004/01/16 13:18:14
For the rocks, to make them look much less bland (and tiley for that matter) switch to a two-stage rock shader, and scale the two rock textures differently. Something like:
textures/yourmap/rock
{
q3map_nonplanar
q3map_shadeangle 89
{
map $lightmap
rgbGen identity
}
{
map textures/yourmap/rock.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
tcMod scale 1.2 1.2
}
{
map textures/pjw3dm6/rock2.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbGen identity
tcMod scale 0.7 0.7
}
}
Looking good. :)
 Whoops
#519 posted by pjw on 2004/01/16 13:19:42
missed the second "pjw3dm6". Heh.
#520 posted by - on 2004/01/16 15:53:06
that's a fucking brillent hack pjw, I'll implant that in the q3 maps I promised to finish ages ago :P
 Listen To Pjw
#521 posted by nitin on 2004/01/16 18:59:52
his rocks always look really cool (I liked pjw3dm3 rocks the best).
 ...
#522 posted by eggman on 2004/01/16 20:54:33
whoa great feedback peeps thx. pjw the passes might rack up too high with a two stage shader, a lot of these crystals are visible behind each other which is basically like a window looking through a window looking through a window etc... that supposedly is bad. i'll give it a shot for sure though, still got room for more detail though avg r_speeds around 5k-6k
 PH8DM1
#523 posted by . on 2004/01/16 21:55:43
 Phait
#524 posted by nitin on 2004/01/17 01:18:01
looks good, but you have too many different wall panelings going on.
#525 posted by . on 2004/01/17 01:25:00
Think that blue wall would be distracting?
Here's a bigger/better shot:
http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.jpg
 Blue Wall
#526 posted by pushplay on 2004/01/17 02:20:58
Looks good to me.
 Blue Wall
#527 posted by nitin on 2004/01/17 03:40:33
looks good to me too.
 Arr
#528 posted by . on 2004/01/17 03:44:33
Nitin, can you more specifically point to what you mean? Do you mean the grey tex that takes up most of the wall, the lines going across (defining 'panels'?)?
 Phait
#529 posted by nitin on 2004/01/17 04:53:16
I meant the windows/panels (in shot 1a, there's 6 of them and they are all different - ie cadaver in one, just skulls in another and so on)
 Ah
#530 posted by . on 2004/01/17 05:23:55
Gotcha... I'll consider it, still got more to do. Thanks all.
 Look Good
#531 posted by GibFest on 2004/01/17 12:22:25
Can wait for you to finish it.
 Phait,
#532 posted by necros on 2004/01/17 14:30:32
i actually like the shots the way they are. keep it up!
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