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New Weapon Explosion Shader https://www.quake3world.com/forum/viewtopic.php?f=16&t=48194 |
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Author: | gooball :D [ 10-02-2012 02:54 PM ] |
Post subject: | New Weapon Explosion Shader |
Hi d00ds, I am currently working on adding some new weapons to Quake 3. I want to assign a new weapon, based on the RL, a different explosion shader, but I can't figure out how to get the shader to work. (I'm a bit new with Q3 programming ) Thanks in advance |
Author: | obsidian [ 10-02-2012 03:33 PM ] |
Post subject: | Re: New Weapon Explosion Shader |
Are you having problems with the shader script itself or having some kind of problem getting Q3 to work with your shader? |
Author: | gooball :D [ 10-02-2012 03:38 PM ] |
Post subject: | Re: New Weapon Explosion Shader |
This has nothing to do with the shader script. It puzzles me because I couldn't find an explosion shader for the RL or the GL. But, yes, I can't get the explosion to work with Q3. I haven't created an explosion shader since I could not find an explosion shader for the other weapons. |
Author: | obsidian [ 10-02-2012 04:08 PM ] |
Post subject: | Re: New Weapon Explosion Shader |
Looks like they're in pak0.pk3/scripts/gfx.shader. Code: rocketExplosion
{ cull disable { animmap 8 models/weaphits/rlboom/rlboom_1.tga models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga rgbGen wave inversesawtooth 0 1 0 8 blendfunc add } { animmap 8 models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga gfx/colors/black.tga rgbGen wave sawtooth 0 1 0 8 blendfunc add } } |
Author: | gooball :D [ 10-03-2012 02:49 AM ] |
Post subject: | Re: New Weapon Explosion Shader |
Haha, WOW I'm blind. Thanks anyway |
Author: | themuffinman [ 10-03-2012 09:30 AM ] |
Post subject: | Re: New Weapon Explosion Shader |
So you haven't coded it in either? It's declared in cg_local.h: Code: qhandle_t rocketExplosionShader; cg_weapons.c::CG_RegisterWeapon gets the game to load the shader and other weapon projectile assets into memory during level loading: Code: ... case WP_ROCKET_LAUNCHER: weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" ); weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); weaponInfo->missileTrailFunc = CG_RocketTrail; weaponInfo->missileDlight = 200; weaponInfo->wiTrailTime = 2000; weaponInfo->trailRadius = 64; MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" ); break; ... cg_weapons.c::CG_MissileHitWall handles the effect Code: ...
case WP_ROCKET_LAUNCHER: mod = cgs.media.dishFlashModel; shader = cgs.media.rocketExplosionShader; sfx = cgs.media.sfx_rockexp; mark = cgs.media.burnMarkShader; radius = 64; light = 300; isSprite = qtrue; duration = 1000; lightColor[0] = 1; lightColor[1] = 0.75; lightColor[2] = 0.0; if (cg_oldRocket.integer == 0) { // explosion sprite animation VectorMA( origin, 24, dir, sprOrg ); VectorScale( dir, 64, sprVel ); CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 ); } break; ... |
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