Jump mapping help wanted
shaders
#1
Posted 27 February 2015 - 09:10 AM
I started mapping on my first jump style map and have made custom textured icy style tiles and some other custom textures
When i want to make those textures slick using a shader file the texture is not slick.
Am i doing something wrong because i have put some common slick ontop of my original brush?
ALso includes .map file
http://www.mediafire...2tz4/filter.pk3
LoooL i dont know if this noobfilter is any good is it to easy ????
#2
Posted 27 February 2015 - 02:08 PM
Extra1, on 27 February 2015 - 09:10 AM, said:
I started mapping on my first jump style map and have made custom textured icy style tiles and some other custom textures
When i want to make those textures slick using a shader file the texture is not slick.
Am i doing something wrong because i have put some common slick ontop of my original brush?
ALso includes .map file
http://www.mediafire...2tz4/filter.pk3
LoooL i dont know if this noobfilter is any good is it to easy ????
Ye, that jumps is easy x'D
I think you are using a bad script for make a icytexture!
I use this script for make a glass icy texture (I replace it with your textures and folders):
textures/spreeicy/icytexture
{
surfaceparm nodamage
surfaceparm slick
qer_editorimage textures/spreeicy/noobfilter.jpg
surfaceparm trans
cull disable
qer_trans 0.5
{
map textures/spreeicy/noobfilter.jpg
blendfunc add
//rgbGen vertex
tcgen environment
tcmod scale 4 4
}
}
I clear your slick textures.
I replace your wood textures (You can put in a .shader for no damage).
I prefer use this script for no damage.
textures/yourfolder/yourtexture
{
qer_editorimage textures/yourfolder/yourtexture.jpg
surfaceparm nodamage
{
map textures/yourfolder/yourtexture.jpg
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
}
}
You can see here an example -> https://www.mediafir...2p21sznzthh4rec
This post has been edited by AnonDafb: 27 February 2015 - 03:12 PM
#3
Posted 27 February 2015 - 06:20 PM
#4
#5
Posted 27 February 2015 - 07:21 PM
i tried everything renaming paths renaming texture rezising texture nothing seems to work if anyone know's why and have solution pls share.
#6
Posted 27 February 2015 - 07:53 PM
Extra1, on 27 February 2015 - 07:21 PM, said:
i tried everything renaming paths renaming texture rezising texture nothing seems to work if anyone know's why and have solution pls share.
Remember add your .SHADER in the "shaderlist.txt"...when you do this, the script than you add like the icy go to appear in the Textures for your map.
#9
Posted 28 February 2015 - 12:13 AM
Had it working then i add more lines to my shaderfile for the other textures and i get a orange log in screen like i've comprimised shaders.
Reverted to putting common slick ontop.
Icy shasder:
textures/icyspree/noobfilterspree
{
qer_editorImage textures/icyspree/noobfilterspree.tga
surfaceparm nodamage
surfaceparm slick
{
map textures/icyspree/noobfilterspree.tga
}
{
map $lightmap
blendFunc filter
}
Slick shader:
textures/icyspree/noobfilterspree:q3map
{
surfaceparm slick
}
textures/icyspree/bluespree:q3map
{
surfaceparm slick
}
textures/icyspree/bluespree1:q3map
{
surfaceparm slick
}
When i use this urt becomes comprimised.
Here i made it using slick ontop but this is more work and perhaps slower compile.
I made the noobfilter slightly harder now need 1750 ups speed.
http://www.mediafire...i7oasgh/ooo.pk3
This post has been edited by Extra1: 28 February 2015 - 12:17 AM
#10
Posted 28 February 2015 - 12:52 AM
Extra1, on 28 February 2015 - 12:13 AM, said:
{
qer_editorImage textures/icyspree/noobfilterspree.tga
surfaceparm nodamage
surfaceparm slick
{
map textures/icyspree/noobfilterspree.tga
}
{
map $lightmap
blendFunc filter
}
}
btw, shader files get easier to read when you add a blank line after each shader
Extra1, on 28 February 2015 - 12:13 AM, said:
{
surfaceparm slick
}
textures/icyspree/bluespree:q3map
{
surfaceparm slick
}
textures/icyspree/bluespree1:q3map
{
surfaceparm slick
}