Where i can find "shiny-metal" and "visible light" (like these on top of uptown garage) shaders? thx
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Shader Questions - A query of sorts
#35
Posted 12 August 2009 - 02:16 AM
good grief moonie youre making a mountain out of a mole hill with that no damage shader, and also dropping your maps fps by using it. you might be using that shader for something other than simply adding nodamage to a texture, but we need to simplify these examples so people arent making more maps with horrible FPS.
from the shader manual
2.4.2 Power Has a Price
The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the game world. But it is power that comes with a price tag attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:A engine to make another processing pass and redraw the world. Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader manipulated texture (e.g.; a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.
by adding a light stage to the shader you are causing every surface with it to be drawn more than once, which lowers the FPS of your map.
the great thing about a nodamage shader is that it doesnt need to visually change the texture, so it can look like this:
textures/yourtexturefolder/yourtexturename:q3map
{
surfaceparm nodamage
}
and your FPS will remain unchanged... this is extremely important for urban terror mappers to understand since 90% of the maps have terrible FPS. obviously this isnt the only factor, but its a big part of map performance.
from the shader manual
2.4.2 Power Has a Price
The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the game world. But it is power that comes with a price tag attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:A engine to make another processing pass and redraw the world. Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader manipulated texture (e.g.; a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.
by adding a light stage to the shader you are causing every surface with it to be drawn more than once, which lowers the FPS of your map.
the great thing about a nodamage shader is that it doesnt need to visually change the texture, so it can look like this:
textures/yourtexturefolder/yourtexturename:q3map
{
surfaceparm nodamage
}
and your FPS will remain unchanged... this is extremely important for urban terror mappers to understand since 90% of the maps have terrible FPS. obviously this isnt the only factor, but its a big part of map performance.
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#36
Posted 13 August 2009 - 06:37 AM
i was updating the section for shaders on my ' things you should know ' topic and these are all the links i found:
Shader Manuals:
http://www.heppler.com/shader/
http://accad.osu.edu...e/Q3Shaders.pdf
http://home.comcast....c/contents.html
Shader examples:
http://openarena.wik...shader_examples
Easy
http://www.map-craft...=souscat&cid=12
Moderate
http://www.map-craft...=souscat&cid=13
Advanced
http://www.map-craft...=souscat&cid=14
A shader tutorial for JK2 with lots of shader examples
http://www.richdiesa...1/sh365lsn1.htm
This is the main index for that sites tutorials, a lot of stuff on radiant too
http://www.richdiesa...ials/index.html
Q3map2 Handook:
http://shaderlab.com...ual/default.htm
Shader Manuals:
http://www.heppler.com/shader/
http://accad.osu.edu...e/Q3Shaders.pdf
http://home.comcast....c/contents.html
Shader examples:
http://openarena.wik...shader_examples
Easy
http://www.map-craft...=souscat&cid=12
Moderate
http://www.map-craft...=souscat&cid=13
Advanced
http://www.map-craft...=souscat&cid=14
A shader tutorial for JK2 with lots of shader examples
http://www.richdiesa...1/sh365lsn1.htm
This is the main index for that sites tutorials, a lot of stuff on radiant too
http://www.richdiesa...ials/index.html
Q3map2 Handook:
http://shaderlab.com...ual/default.htm
#38
Posted 13 August 2009 - 09:53 PM
http://members.lycos.../ch6.html#tcmod
look at tcmod scroll
edit:
note this
edit2:
nice links lee
look at tcmod scroll
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 <------------------------- insert the tcmod at this stage
}
}
edit:
note this
Quote
When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations.
edit2:
nice links lee
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