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!
I Agree With Nitin
#533 posted by R.P.G. on 2004/01/17 15:44:55
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map.
#534 posted by . on 2004/01/17 16:18:39
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =)
Early In Editor Shot
#535 posted by GibFest on 2004/01/19 21:00:28
Earlier In Quake
#536 posted by madfox on 2004/01/20 00:19:33
If you loop back to this site...
than loop back to good old school Quake...
http://members.home.nl/gimli/Quake19.jpg
I lost the shape of the tiffany,
by scaling the level again.
Re:
#537 posted by R.P.G. on 2004/01/20 08:59:16
Gib: I can't load the image. It just loops back here.
MadFox: looks good.
Plumbum Oxide
#538 posted by madfox on 2004/01/20 10:13:23
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.
Funny result after all that texturing.
#539 posted by - on 2004/01/20 11:52:46
rpg: cut and paste.
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