Urban Terror Forums: Shader Questions - A query of sorts - Urban Terror Forums

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

#31 User is offline   ValkoVer Icon

  •   mapper   
  • Account: valkover
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Posted 12 August 2009 - 01:41 AM

Where i can find "shiny-metal" and "visible light" (like these on top of uptown garage) shaders? thx

#32 User is offline   Hayame Icon

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Posted 12 August 2009 - 01:48 AM

Quote

Where i can find "shiny-metal" and "visible light" (like these on top of uptown garage) shaders? thx


shiny metal? what do you mean and where did you see/hear of this?

#33 User is offline   ValkoVer Icon

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Posted 12 August 2009 - 02:14 AM

silema, dont get wet, etc :-P

#34 User is offline   Hayame Icon

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Posted 12 August 2009 - 02:15 AM

Quote

silema, dont get wet, etc :-P


Lol its usually a texture, not a shader (ut4_aerodynamic_a2 didn't have any shiny metal shader.)

#35 User is offline   lee (old) Icon

  • Joined: 26-April 08
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Posted 12 August 2009 - 02:16 AM

good grief moonie  :-P 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.

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#36 User is offline   lee (old) Icon

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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

#37 User is offline   FaNtM (old) Icon

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Posted 13 August 2009 - 09:45 PM

how about a basic scrolling texture? one that scrolls from left to right, and is transparent, so that only the font is scrolling.

#38 User is offline   Delirium Icon

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Posted 13 August 2009 - 09:53 PM

http://members.lycos.../ch6.html#tcmod

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

#39 User is offline   FaNtM (old) Icon

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Posted 14 August 2009 - 12:29 AM

its in that stage, but when its in-game, the whole brush is bobbing furiously in nearly every direction. it moves maybe a nanometer either up,down, left or right. its barely noticable.

#40 User is offline   ValkoVer Icon

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Posted 16 August 2009 - 08:29 AM

kk, i found shiny metal (and YES it is shader :roll:), and light shader (sfx/beam), but when i put shader on map its solid :|
How to fix that?

/ut_radio 9 9

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