Advertisement
Shader Questions - A query of sorts
#51
Posted 30 August 2009 - 08:35 PM
lol.. i dont know what that link could have said that would make it anymore clear than i already did. you seem to be trying to make mapping into neuroscience, while a caveman could use his logic to do this.
MAN HAVE TEXTURE
MAN PUT TEXTURE IN FOLDER
MAN ADD SHADER TO TEXTURE
MAN NO HURT WHEN FALLING
but anyhow... im glad you are now understanding the benefits to reading the manual
MAN HAVE TEXTURE
MAN PUT TEXTURE IN FOLDER
MAN ADD SHADER TO TEXTURE
MAN NO HURT WHEN FALLING
but anyhow... im glad you are now understanding the benefits to reading the manual
#52
Posted 30 August 2009 - 08:51 PM
My problem isnt with the actual shader, its the fact i cant seperate my sfx shaders out the way i like them.
A screenshot is probably a better way to show what i mean/need.
In the screenshot, madjumps_v1 contains all the textures. Different effects are referenced to there own unique locations. This is what i am/was asking. Using your method how did i use the reference while putting the seperate shaders into there own unique directories and not stuffing them all in with the non shader textures directory. So all sfx elements are seperated out.
If im being annoying i apologise, but this is a valid question that i need to ask. It may be that i have to rewrite some part of q3map2 to do it the way i need, and if so i shall go about doing that so i can specify my shaders as compiler only while still allowing custom referencing.
A screenshot is probably a better way to show what i mean/need.
In the screenshot, madjumps_v1 contains all the textures. Different effects are referenced to there own unique locations. This is what i am/was asking. Using your method how did i use the reference while putting the seperate shaders into there own unique directories and not stuffing them all in with the non shader textures directory. So all sfx elements are seperated out.
If im being annoying i apologise, but this is a valid question that i need to ask. It may be that i have to rewrite some part of q3map2 to do it the way i need, and if so i shall go about doing that so i can specify my shaders as compiler only while still allowing custom referencing.
#53
Posted 30 August 2009 - 09:21 PM
k.. i may or may not understand what you are talking about now lol.
but if i do understand, try:
textures/madjumps/madjumps_nofall/ground:q3map
{
surfaceparm nodamage
}
however i have never tried adding shadercode to a texture that is 3 folders deep. and i seem to remember someone mentioning there being a limit to how many characters that first line can have. all you can do is try and see
also your screenshot example is kind of confusing since you have it selected on base_sfx and you said all of the textures are in madjumps_v1 .. im hoping you meant just madjumps, otherwise i have no idea what youre talking about.
i made the assumption that was a typo and that your ground.tga is in madjumps_nofall... otherwise your example/logic doesnt make any sense to me ;p
but if i do understand, try:
textures/madjumps/madjumps_nofall/ground:q3map
{
surfaceparm nodamage
}
however i have never tried adding shadercode to a texture that is 3 folders deep. and i seem to remember someone mentioning there being a limit to how many characters that first line can have. all you can do is try and see
also your screenshot example is kind of confusing since you have it selected on base_sfx and you said all of the textures are in madjumps_v1 .. im hoping you meant just madjumps, otherwise i have no idea what youre talking about.
i made the assumption that was a typo and that your ground.tga is in madjumps_nofall... otherwise your example/logic doesnt make any sense to me ;p
#54
Posted 30 August 2009 - 09:40 PM
base_sfx is a development folder that i use while im building the structure to the map. It contains placeholder images eg sky, floor (nofall enabled), wall, wall_slick, etc. and has no other use besides allowing me to go into the map and check out jumps and see the layout. It is there for initial testing only, so i dont have to think about texturing the map until i have some of the structure done. For me texturing is something that happens later on in the map development. Once texturing is done that folder becomes obsolete and isnt generally packaged with the map. I class it as a common shader/texture directory only for the first part of the design phase.
I should have given some examples of my shaders. the ones below are part of my version one shader file.
I hope that helps clear things up.
I should have given some examples of my shaders. the ones below are part of my version one shader file.
textures/madjumps_nofall/floor112
{
qer_editorImage textures/madjumps_v1/floor112.tga
surfaceparm nodamage
surfaceparm nolightmap
{
map textures/madjumps_v1/floor112.tga
}
}
textures/madjumps_slick/ice1
{
qer_editorImage textures/madjumps_v1/ice1.tga
surfaceparm nodamage
surfaceparm slick
surfaceparm nolightmap
{
map textures/madjumps_v1/ice1.tga
}
}
textures/madjumps_teleporter/tp1
{
qer_editorimage textures/madjumps_v1/starfield1.tga
surfaceparm nodlights
surfaceparm noimpact
q3map_surfacelight 500
// first pass
{
map textures/madjumps_v1/starscroll1.tga
// tcmod scroll <sSpeed><tSpeed>
tcmod scroll 1 0
}
// second pass
{
map textures/madjumps_v1/starscroll2.tga
// tcmod scroll <sSpeed><tSpeed>
tcmod scroll 0.75 0
blendfunc add
}
// third pass
{
map textures/madjumps_v1/starscroll1.tga
// tcmod scroll <sSpeed><tSpeed>
tcmod scroll 0.5 0
blendfunc add
}
}
textures/madjumps_lights/light01
{
qer_editorImage textures/madjumps_v1/lightcolumn.tga
surfaceparm nodamage
q3map_surfacelight 700
{
map textures/madjumps_v1/lightcolumn.tga
}
{
map $lightmap
blendFunc filter
rgbgen identity
}
}
I hope that helps clear things up.
#55
Posted 30 August 2009 - 09:53 PM
actually that just made my brain cringe trying to understand what you are up to, lol.
the only question i have is: has your problem been resolved?
my head is spinning, its all so easy from my perspective.
for my latest map i had textures/timid
everything that had a shader went in that folder. every bit of shader code went into timid.shader
if i had for some reason wanted to 'compartmentalize' everything i would have just made the folders
timidsurface <- for my nodamage textures
timidtrans <- for my transparent texture
timidsky <- for my skys qer_editorimage
then i could have made
timidsurface.shader
timidtrans.shader
timidsky.shader
or just put them all in timid.shader like i did ;p
please make life easy for yourself
the only question i have is: has your problem been resolved?
my head is spinning, its all so easy from my perspective.
for my latest map i had textures/timid
everything that had a shader went in that folder. every bit of shader code went into timid.shader
if i had for some reason wanted to 'compartmentalize' everything i would have just made the folders
timidsurface <- for my nodamage textures
timidtrans <- for my transparent texture
timidsky <- for my skys qer_editorimage
then i could have made
timidsurface.shader
timidtrans.shader
timidsky.shader
or just put them all in timid.shader like i did ;p
please make life easy for yourself
Advertisement
#56
Posted 30 August 2009 - 10:25 PM
LoL, for me this is easy.
I guess you should bear in mind my entire mapping is done differently to the majority of you guys. I dont use game textures or scripts, and i build/design things in a specific way. I know of only two other people who use the same method as me, within this community.
Hence to you it seems complicated, but tbh i run my life the same way and it makes everything really simple for me. But i wont coin any analogies to explain that point.
I guess you should bear in mind my entire mapping is done differently to the majority of you guys. I dont use game textures or scripts, and i build/design things in a specific way. I know of only two other people who use the same method as me, within this community.
Hence to you it seems complicated, but tbh i run my life the same way and it makes everything really simple for me. But i wont coin any analogies to explain that point.
#58
Posted 03 January 2011 - 09:08 AM
with that aside, i know the shader manuals seem horrifying at first and i too wanted to just copy and edit other shaders at the beginning. but the fact is, once you really start looking at the manual is when it all comes together. read the intro pages at least.
[/quote]
I have a Light emitting shader problem. For some reason i cannot get light emitting shaders to work and i am really frustrated If anyone can help it would be great I have been through thousands of light emitting shaders and none actually emit light and all of them are different, I read about light emitting shaders in the shader manual and used others they insist work and none do so what can i do?
[/quote]
I have a Light emitting shader problem. For some reason i cannot get light emitting shaders to work and i am really frustrated If anyone can help it would be great I have been through thousands of light emitting shaders and none actually emit light and all of them are different, I read about light emitting shaders in the shader manual and used others they insist work and none do so what can i do?
#59
Posted 03 January 2011 - 03:56 PM
onslaught, on 03 January 2011 - 09:08 AM, said:
I have a Light emitting shader problem. For some reason i cannot get light emitting shaders to work and i am really frustrated If anyone can help it would be great I have been through thousands of light emitting shaders and none actually emit light and all of them are different, I read about light emitting shaders in the shader manual and used others they insist work and none do so what can i do?
try this one:
http://www.urtjumper...opic.php?id=259
#60
Posted 03 January 2011 - 09:41 PM
DagF, on 03 January 2011 - 03:56 PM, said:
Tried that one all i changed is the paths here is the altered shader
textures/joe/light3
{
qer_editorimage textures/joe/light3.tga
q3map_surfacelight 5000
surfaceparm nomarks
surfaceparm nodamage
{
map $lightmap
rgbGen identity
}
{
map textures/joe/light3.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/joe/light3_blend.tga
blendfunc GL_ONE GL_ONE
}
}
the filename for the shader is light3.shader and the filename for the image i used which is the one from the link is unchanged it saved as light3.jpg
the shader is in /home/joe/.q3a/q3ut4/scripts/light3.shader and the image is in /home/joe/.q3a/q3ut4/textures/joe/light3.jpg and light3blend.jpg is there too i am using ubuntu 10.10 i386 and gtkradiant 1.6.2 installed as per rambetters tutorial
changed jpg to tga using gimp same result
This post has been edited by onslaught: 04 January 2011 - 05:16 AM
1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Advertisement