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Shader Questions - A query of sorts Rate Topic: -----

#1 User is offline   V00d00 Icon

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Posted 02 August 2009 - 03:24 PM

A lot of newcomers to mapping seem to ask questions about simple shaders for mapping.  Im wondering whether we could compile a list of some of the more useful shaders, as examples, into a list and get it stickied on the forum, so they can be pointed to that thread.

The things im thinking of would be like, nodamage, slick, glass, lava, water, caulks, etc.

Basically it would be a library of shaders you could copy and add to a map, as a resource for new mappers.

Has anyone got any thoughts or ideas on this?

#2 User is offline   choobie Icon

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Posted 02 August 2009 - 03:33 PM

F1,

F10  8-)

(longer response: I would find this immensely helpful. You would be my best friend forever if you did.)

#3 User is offline   Hayame Icon

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Posted 02 August 2009 - 06:33 PM

I like the idea, but first you have to know what new mappers want in a shader.

#4 User is offline   H3NRY Icon

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Posted 02 August 2009 - 11:41 PM

usual ones i notice are glass, images with see thru bits ( gates and images for overlays like vines), nodamage, light emiting shaders and i think thats a good start :)

#5 User is offline   V00d00 Icon

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Posted 03 August 2009 - 12:05 AM

How to lay it out?

On my forum ive just listed examples of the shaders people tend to find useful.  Ive listed the different caulks i tend to use with some of those shaders and a small description on how to use them.  I still have no idea how to do overlays, if someone added that id be mighty grateful myself.

I'll try and start a new thread later on with some examples and we can take it from there.

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#6 User is offline   Delirium Icon

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Posted 03 August 2009 - 05:57 AM

tell me if you want to know anything else :)

[code= a Ladder :D ]textures/---/ladderclip
{
        qer_trans 0.40
qer_editor_image textures/---/ladderclip.jpg
        surfaceparm nolightmap
        surfaceparm nomarks
        surfaceparm nodraw
        surfaceparm nonsolid
        surfaceparm playerclip
        surfaceparm noimpact
        surfaceparm ladder
surfaceparm trans
}[/code]

[code= Water Caulk ]textures/---/watercaulk
{
qer_editorimage textures/---/watercaulk.tga
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm water
}[/code]

[code= Lava ]textures/---/lava
{
qer_editorimage textures/---/lava.tga
q3map_globaltexture
q3map_lightsubdivide 32
surfaceparm noimpact
surfaceparm lava
surfaceparm nolightmap
q3map_surfacelight 1500
cull none
deformVertexes wave 100 sin 3 2 .1 0.1
{
map textures/---/lava.tga
tcMod turb 0 .2 0 .1
}     
}[/code]

[code= Mirror ]textures/---/mirror1
{
qer_editorimage textures/---/mirror1.tga
surfaceparm nolightmap
portal
{
map textures/---/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
}[/code]

[code= Basic surfacelight lamp thing ]textures/---/lamp
{
surfaceparm nomarks
q3map_surfacelight 2500
{

map textures/---/lamp.tga
rgbGen identity
}
}[/code]

[code= Basic glass ]textures/---/glass
{
qer_trans 0.7
surfaceparm nolightmap
surfaceparm trans
cull none
{
map textures/---/glass.tga
tcGen environment
blendfunc GL_ONE GL_ONE
        }
}[/code]

[code= Basic Autoclip ]models/mapobjects/---/---
{
  q3map_nonplanar
  q3map_forcemeta
  q3map_clipmodel   
  {
      map models/mapobjects/---/---.tga
  }
  { 
      map $lightmap
      blendFunc filter
rgbGen identity
  }
}[/code]

[code= Basic black fog ]textures/---/black_fog
{
qer_editorimage textures/---/fog.tga
qer_trans 0.7
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
fogparms ( 0 0 0 ) 350
q3map_bouncescale 0
}[/code]

[code= Basic alpha channel ]
textures/---/handrail
{
qer_editor_image textures/---/handrail.tga
surfaceParm nolightmap
nopicmip
cull disable

{
map textures/---/handrail.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
}[/code]

[code= Vine ]textures/---/foliage_vine
{
qer_editorimage textures/---/vine.tga
surfaceparm trans
surfaceparm detail
surfaceparm nonsolid
surfaceparm nomarks
        cull none
        nopicmip
q3map_vertexScale 1.5
        {
                map textures/---/vine.tga
                blendfunc gl_src_alpha gl_one_minus_src_alpha
                alphaFunc GE128
                rgbGen vertex
        }
}[/code]

#7 User is offline   FaNtM (old) Icon

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Posted 03 August 2009 - 07:21 AM

i cant seem to make signs with a clear background. for instance, the signs like on icyworld. there is jsut text on the wall, no edges or colored background. just text.

#8 User is offline   Delirium Icon

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Posted 03 August 2009 - 08:48 AM

then find its shader and change the texture directory

#9 User is offline   FaNtM (old) Icon

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Posted 03 August 2009 - 06:54 PM

i tried that and it does not work :/

#10 User is offline   V00d00 Icon

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Posted 03 August 2009 - 07:09 PM

Some more.

Nodamage.


textures/mymap_nofall/mytexture_sfx
{
   qer_editorImage textures/---/mytexture.tga
   surfaceparm nodamage
   {
      map textures/---/mytexture.tga
   }
        {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
            rgbgen identity
        }
}



Slick/Icy


textures/---/ice1_sfx
{
   qer_editorImage textures/---/mytexture.tga
   surfaceparm nodamage
   surfaceparm slick
   {
      map textures/---/mytexture.tga
   }
        {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
            rgbgen identity
        }
}



Hollow


textures/---/mytexture_sfx
{
    qer_editorimage textures/---/mytexture_sfx.tga
    qer_trans 0.5
    surfaceparm detail
    surfaceparm nonsolid
    {
        map textures/---/mytexture_sfx.tga
    }
    {
        map $lightmap
        blendfunc filter
    }
}



Hollow Caulk


textures/---/hollowcaulk_sfx
{
   qer_trans 0.40
   qer_editorimage textures/---/hollowcaulk.tga
   surfaceparm detail
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
}



Water


textures/---/clrip3_sfx
   {
      qer_editorimage textures/---/clear_ripple3.tga
      qer_trans .5
      q3map_globaltexture
      surfaceparm trans
      surfaceparm nonsolid
      surfaceparm water
      cull disable
      deformVertexes wave 64 sin .5 .5 0 .5   
      {
         map textures/---/pool3d_5.jpg
         blendFunc GL_dst_color GL_one
         rgbgen identity
         tcmod scale .5 .5
         tcmod transform 1.5 0 1.5 1 1 2
         tcmod scroll -.05 .001
      }

      {
         map textures/---/pool3d_6.jpg
         blendFunc GL_dst_color GL_one
         rgbgen identity
         tcmod scale .5 .5
         tcmod transform 0 1.5 1 1.5 2 1
         tcmod scroll .025 -.001
      }

      {
         map textures/---/pool3d_3.jpg
         blendFunc GL_dst_color GL_one
         rgbgen identity
         tcmod scale .25 .5
         tcmod scroll .001 .025
      }

      {
         map $lightmap
         blendFunc GL_dst_color GL_zero
         rgbgen identity      
      }
}



Alternative Glass (modify the const values to get different colours)


textures/---/glass1_sfx

{   
   qer_editorimage textures/---/mytexture.tga
   qer_trans 0.5
   surfaceparm trans
   surfaceparm nodamage
   cull none
   {   
      map textures/---/mytexture.tga
      blendfunc GL_ONE GL_ONE
      rgbGen const ( 0.1 0.1 0.1 )
   }
}



Lava Caulk


textures/---/lavacaulk_sfx
{
    qer_editorimage textures/---/qer_lava.tga
    qer_trans 0.5
    qer_nocarve
    surfaceparm trans
    surfaceparm noimpact
    surfaceparm lava
    surfaceparm nodraw
    surfaceparm nolightmap
}



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