Bumpmapping Modifications - Enthusiastic Mappers Required
#1061
Posted 05 September 2010 - 02:22 AM
it's detecting pentium III or greater. this game would not work on Pentium II
[img]http://www.urbanterr...ers/13.0.80.png[/img]
#1062
Posted 23 September 2010 - 05:45 PM
Video doesn't seem to play in the version of bumpy that Mitsubishi so kindly added to his project.
Vanilla renderer
Bumpy
Shader looks like this
textures/underwater/videowall
{
qer_editorImage textures/underwater/misc/shine.jpg
surfaceparm nolightmap
{
videoMap video_wall.roq
rgbGen identity
}
}
Can pack a test map if required.
www.custommapmakers.org
Discord (CMM) Custom Map Makers
#1064
Posted 23 September 2010 - 06:21 PM
#1065
Posted 23 September 2010 - 06:58 PM
ValkoVer, on 23 September 2010 - 06:21 PM, said:
Uh?
With bumpy
www.custommapmakers.org
Discord (CMM) Custom Map Makers
#1066
Posted 05 October 2010 - 07:34 PM
Discussion and discovery here:
http://forums.urbant...post__p__284584
Nevermind... question answered here.
Rylius, on 05 October 2010 - 09:13 PM, said:
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
#1068
Posted 19 October 2010 - 11:46 AM
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
}
}
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#1069
Posted 19 October 2010 - 06:35 PM
mitsubishi, on 19 October 2010 - 11:46 AM, said:
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
Posted 22 October 2010 - 10:33 AM
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
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide