This is an odd thing. When I look at this sky in q3ase, the animation loops smoothly, but in-game there is a visible jump when it loops. Here's the shader:
When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations.
That's from your link.
This should be the LAST tcMod in a stage. Otherwise there may be a popping or snapping visual effect in some shaders.
That's the version from Robotrenegade that I've got bookmarked. Difference in form, not substance. Any reason why one version of the shader manual should be preferred over the other? Or do you need to be cross-referencing different versions?
The original shader manual was written by a couple of developers who were at id Software while Quake 3 was under development. It's a good reference, but really old and outdated.
A LOT of work was done both with GtkRadiant and Q3Map2 which added all sorts of new features. Many of these features are extended as shader directives. I used the original shader manual as a reference and built on top of it, documenting the additional features for reference.
obsidian wrote:The original shader manual was written by a couple of developers who were at id Software while Quake 3 was under development. It's a good reference, but really old and outdated.
A LOT of work was done both with GtkRadiant and Q3Map2 which added all sorts of new features. Many of these features are extended as shader directives. I used the original shader manual as a reference and built on top of it, documenting the additional features for reference.
Thanks for clearing that up. Among many other things. Quite a few tech questions of mine over the past couple months led, through search, to a thread answered by you.
I had a feeling the robotrenegade one was the authority for those developing now, with q3map2 and modern gtkradiant. Appreciate getting that nailed down.