This post has been edited by ArgusMagnus: 19 March 2013 - 07:52 PM
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Animated/changing levelshot
#1
Posted 19 March 2013 - 07:52 PM
How can I add a levelshot to my mappack which changes with the loading progress (like when you load ut4_superman)?
Experimental Map Manager for Urban Terror and other Quake 3 based games: ArgUrTMapManager
Fractal Image Calculator: Fraktalysator
Fractal Image Calculator: Fraktalysator
#2
Posted 19 March 2013 - 08:32 PM
Superman levelshot is using animap, levelshot folder is ut4_superman_levelshot and .TGAs are seq1, seq2 etc
levelshots/ut4_superman
{
nopicmip
{
animmap .325 levelshots/ut4_superman_levelshot/seq1.tga levelshots/ut4_superman_levelshot/seq2.tga levelshots/ut4_superman_levelshot/seq3.tga levelshots/ut4_superman_levelshot/seq4.tga levelshots/ut4_superman_levelshot/seq5.tga levelshots/ut4_superman_levelshot/seq6.tga levelshots/ut4_superman_levelshot/seq7.tga levelshots/ut4_superman_levelshot/seq8.tga
}
{
map levelshots/ut4_superman_levelshot/ut4_superman_foreground.tga
blendfunc gl_one gl_src_alpha
depthfunc equal
}
}
A different way if you don't want to use animap is this, it will give a smooth dissolve effect (like in deathrun_v2 by Ratchet)
levelshots/ut4_your_map
{
nopicmip
nomipmaps
{
map levelshots/ut4_your_map3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sin 0 1 1 0.04
}
{
map levelshots/ut4_your_map2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sin 0 1 1 0.08
}
{
map levelshots/ut4_your_map.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sin 0 1 1 0.12
}
}
Edit the bold numbers to change the timing
levelshots/ut4_superman
{
nopicmip
{
animmap .325 levelshots/ut4_superman_levelshot/seq1.tga levelshots/ut4_superman_levelshot/seq2.tga levelshots/ut4_superman_levelshot/seq3.tga levelshots/ut4_superman_levelshot/seq4.tga levelshots/ut4_superman_levelshot/seq5.tga levelshots/ut4_superman_levelshot/seq6.tga levelshots/ut4_superman_levelshot/seq7.tga levelshots/ut4_superman_levelshot/seq8.tga
}
{
map levelshots/ut4_superman_levelshot/ut4_superman_foreground.tga
blendfunc gl_one gl_src_alpha
depthfunc equal
}
}
A different way if you don't want to use animap is this, it will give a smooth dissolve effect (like in deathrun_v2 by Ratchet)
levelshots/ut4_your_map
{
nopicmip
nomipmaps
{
map levelshots/ut4_your_map3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sin 0 1 1 0.04
}
{
map levelshots/ut4_your_map2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sin 0 1 1 0.08
}
{
map levelshots/ut4_your_map.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sin 0 1 1 0.12
}
}
Edit the bold numbers to change the timing
This post has been edited by Markinho: 19 March 2013 - 08:35 PM
#3
Posted 19 March 2013 - 09:26 PM
i did not know that i can use shaders for levelshots, but now i feel silly for not trying^^
thank you :)
thank you :)
This post has been edited by ArgusMagnus: 19 March 2013 - 10:05 PM
Experimental Map Manager for Urban Terror and other Quake 3 based games: ArgUrTMapManager
Fractal Image Calculator: Fraktalysator
Fractal Image Calculator: Fraktalysator
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