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shader help, transparency and lightglow Rate Topic: -----

#21 User is offline   mindriot Icon

Posted 11 November 2010 - 02:19 AM

Here is the example .pk3 for the videos above. The shiny water is fancywater and part of the bumpy build.

I thickened the image a bit more. Also, fog prevents bumpy from working, so if you want those effects you'll have to edit the .map file and remove the fog brush.
mindriot_example_moria.pk3

I use gimp, so if you want the raw .xcf files they are here:
Raw .xcf files

Without fog:

Posted Image

This post has been edited by mindriot: 11 November 2010 - 02:25 AM


#22 User is offline   Richardyourgod Icon

Posted 11 November 2010 - 11:43 AM

thank you very much =)

btw one question , what is rgb_99ccff.tga? It's not in the pk3, maybe you forgot it or?

#23 User is offline   Kolossus Icon

  • Account: kolossus
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Posted 11 November 2010 - 12:10 PM

Mindriot, that's damn good!!! :O :Q___ (drooling) COOL thing.

#24 User is offline   Drewfin Icon

  • Account: drewfin
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Posted 11 November 2010 - 06:25 PM

View Postpostit, on 11 November 2010 - 12:37 AM, said:

Doesn't this shader need a q3map_surfacelight?


It very well might, esp. in a non-bumpy compile. I'm not sure if _lightRGB actually emits light based on the color values, or if it only modifies the color of the light and _surfacelight is required to cause emission, or can be used in conjuntion to control the amount of light emitted.

#25 User is offline   mindriot Icon

Posted 11 November 2010 - 08:54 PM

View PostRichardyourgod, on 11 November 2010 - 11:43 AM, said:

thank you very much =)

btw one question , what is rgb_99ccff.tga? It's not in the pk3, maybe you forgot it or?


Oops, I did forget it. That is a simple image with that hex color and it is used to cast light of that color. It can also be used to change the color of the door if you swap
'map $whiteimage'
with
'map textures/mindriot_example_moria/rgb_99ccff.tga'

I've repacked the .pk3. Sorry about that.

mindriot_example_moria.pk3

This post has been edited by mindriot: 11 November 2010 - 08:55 PM


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#26 User is offline   Richardyourgod Icon

Posted 11 November 2010 - 09:30 PM

um ok so now It looks like this Posted Image

Is this normal or am I doing something wrong? seems not to emmit light

#27 User is offline   mindriot Icon

Posted 11 November 2010 - 09:56 PM

Double post. Having problems with this site.

This post has been edited by mindriot: 11 November 2010 - 10:01 PM


#28 User is offline   mindriot Icon

Posted 11 November 2010 - 10:01 PM

The glow comes from the bumpy build, as it causes white (or near white?) images to glow. The fog prevents bumpy from working, so as far as I can determine you can have either glow or fog but not both.

So to get the glow:
1) Open the .map file in Radiant.
2) Remove the fog.
3) Recompile - you can use the standard q3map2 compiler - that's what I used.
4) Run the map using the UrT bumpy build engine:
http://forums.urbant...ppers-required/

I've repacked the .pk3 yet again. No need to redownload, I just updated the .bsp to get the colored lighting that I lost due to the missing file. I didn't receive any error or warning that the file was missing. q3map2 didn't seem to care that q3map_lightimage was invalid.

mindriot_example_moria.pk3

This post has been edited by mindriot: 11 November 2010 - 10:04 PM


#29 User is offline   Richardyourgod Icon

Posted 11 November 2010 - 10:20 PM

ok, I've run it with bumpy, and it better but still it could use a bit more glow, any way to do this?

Ps: that water looks awesome xd, alltho it's a bit weird on the edges
Posted Image

#30 User is offline   Richardyourgod Icon

Posted 11 November 2010 - 10:29 PM

btw, just an other question, Im using q3map2toolz to compile always, so if I devmap it doesnt give me bumpy version, I wanted to change the path but when I try changing the .exe path, it gives me an error : run-time error '9' : Subscript out of range

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