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Bumpmapping Modifications - Enthusiastic Mappers Required Rate Topic: ***** 1 Votes

#1061 User is offline   s.e.t.i. Icon

  •   former FS member   
    Engine Developer
  • Account: seti
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Posted 05 September 2010 - 02:22 AM

make sure you install the folders that go into q3ut4... glsl and textures

it's detecting pentium III or greater. this game would not work on Pentium II
Cheers... s.e.t.i.
[img]http://www.urbanterr...ers/13.0.80.png[/img]


#1063 User is offline   Rayne Icon

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Posted 23 September 2010 - 05:52 PM

...

This post has been edited by Rayne: 08 May 2011 - 07:48 AM


#1064 User is offline   ValkoVer Icon

  •   mapper   
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Posted 23 September 2010 - 06:21 PM

Who cares about movies in a map, fix terrain blending :F


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#1066 User is offline   mindriot Icon

Posted 05 October 2010 - 07:34 PM

Not sure if this is a known issue or by general design, but Johnnyenglish and I have found that if you don't package twoseven/water_n.tga with a bumpy map that uses reflective water, UrT crashes. I was under the impression that by installing the bumpy files, UrT would read the added texture directories if it couldn't find a texture in any of the .pk3 files. Apparently this is not the case, though I thought it works for any other texture. Please let me know if I'm mistaken. Obviously this is a moot point when 4.2 is released as the water texture will be in a .pk3 file, but until that happens it will add an extra MB to each released bumpy map due to this texture.

Discussion and discovery here:
http://forums.urbant...post__p__284584

Nevermind... question answered here.

View PostRylius, on 05 October 2010 - 09:13 PM, said:

For the last problem, as long as sv_pure is set to 1 the game doesn't read from folders iirc.


Maybe the bumpy files could be released in a .pk3 on the first post - like call it zpak000_bumpy.pk3.

This post has been edited by mindriot: 06 October 2010 - 09:49 AM


#1067 User is offline   rand Icon

  • Account: rand
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Posted 19 October 2010 - 10:43 AM

Does anyone have any tips on getting the source from SVN to build a working binary on Linux? This is what I get on startup:

----- R_Init -----
...setting mode 4:R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
]Segmentation fault



#1068 User is offline   mitsubishi Icon

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Posted 19 October 2010 - 11:46 AM

Another shader putting it down

shader: textures/phelps_test/circuits/shiny_black

map: ut4_sirkitbored_b6

textures/phelps_test/circuits/shiny_black
{
qer_editorimage textures/phelps_test/circuits/shiny_black.tga
surfaceparm trans
//surfaceparm nomarks
cull none
surfaceparm nolightmap

{
//map $lightmap
blendFunc GL_DST_ALPHA GL_SRC_ALPHA 
map textures/phelps_test/circuits/black.tga

}

  {
          map textures/phelps_test/circuits/shine_test.tga
          tcgen environment
          blendFunc GL_ONE GL_ONE
  }

{
//map $lightmap

blendfunc gl_dst_color gl_src_color

//tcMod scroll 0.3 0

//rgbGen identity

}
} 


#1069 User is offline   spazzattack Icon

Posted 19 October 2010 - 06:35 PM

View Postmitsubishi, on 19 October 2010 - 11:46 AM, said:

Another shader putting it down

shader: textures/phelps_test/circuits/shiny_black

map: ut4_sirkitbored_b6

textures/phelps_test/circuits/shiny_black
{
qer_editorimage textures/phelps_test/circuits/shiny_black.tga
surfaceparm trans
//surfaceparm nomarks
cull none
surfaceparm nolightmap

{
//map $lightmap
blendFunc GL_DST_ALPHA GL_SRC_ALPHA 
map textures/phelps_test/circuits/black.tga

}

  {
          map textures/phelps_test/circuits/shine_test.tga
          tcgen environment
          blendFunc GL_ONE GL_ONE
  }

{
//map $lightmap

blendfunc gl_dst_color gl_src_color

//tcMod scroll 0.3 0

//rgbGen identity

}
} 



LOL. Sorry about this shader -it looks pretty crappy - an early experiment. I guess the missing lightmap directive in the "lightmap" section could be an issue? The blendfunc before the texture?

#1070 User is offline   mitsubishi Icon

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Posted 22 October 2010 - 10:33 AM

Concerning the crashing shaders,

Not an expert but they all seem to be missing what the stage is doing

e.g.

	{  
		//map $lightmap
		blendFunc GL_dst_color GL_one
		rgbgen vertex
	}


	{
		rgbGen identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}


--

Missing a Texture map specification like 'map'. http://toolz.nexuizn.../section6.htm#6

--

aha, the problem seems to be that '!stage->bundle[0].image[0]->hasAlpha' new check in ParseStage since without the spec there's no image[0].

--

OK, an approach I devised is to have a 'has_image' boolean of local scope and only then allow the check (involving image[0]). If it remains qfalse till the end, "WARNING: The shader %s has a stage missing texture map specification.\n".

--

Then dropping the stage (since later stages of bumpy do not like it). Perhaps there's a better approach to simulate q3 outcome. It's an invalid stage though so it might not be important.

This post has been edited by mitsubishi: 24 October 2010 - 10:59 AM


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