Using q3map_fur for grass?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Element4q2
Posts: 6
Joined: Tue Feb 22, 2005 2:50 pm

Using q3map_fur for grass?

Post by Element4q2 »

Has anybody actually tried using q3map2's fur shader to make grass and succeeded?

I've read the shader manual but sadly that section is not yet complete :icon23:
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Bacon
Posts: 1477
Joined: Sat Jul 31, 2004 7:00 am

Post by Bacon »

If i'm not mistaken someone made a ctf map a while aho that used a fur shader as grass, although the map when like 10 FPS, it looked kick ass, I forget the map name however. :icon32:

The map has all these crazy slides, loop -de -loops, that ran through the whole map, if anyone knows the map i'm talking about whats the name of it! :icon25:

Edit: I think the maps name was "resumilctf1" or something along those lines. Either that or I could be totally wrong.
Meridanox
Posts: 41
Joined: Thu Feb 17, 2005 7:12 pm

Post by Meridanox »

Sorry about the shader manual. I've been working on the other sections.

Here's the shader and screenshot taken from ydnar's fur test map. You should be able to figure the rest out.

Image

Code: Select all

// ------------------------------------------------------------------------------
// base texture
// ------------------------------------------------------------------------------

textures/fur/pink_base
{
	q3map_cloneshader textures/fur/pink_fur
	
	{
		map $lightmap
	}
	{
		map textures/fur/pink_base.tga
		blendFunc GL_DST_COLOR GL_ZERO
	}
}



// ------------------------------------------------------------------------------
// fur texture
// ------------------------------------------------------------------------------

textures/fur/pink_fur
{
	q3map_lightimage textures/fur/pink_fur.q3map.tga
	
	q3map_notjunc
	q3map_nonplanar
	q3map_bounce 0.0
	q3map_shadeangle 120
	
	// format: q3map_fur <layers> <offset> <fade>
	q3map_fur 8 1.25 0.1
	
	surfaceparm trans
	surfaceparm pointlight
	surfaceparm alphashadow
	surfaceparm nonsolid
	surfaceparm noimpact
	
	// cull none
	nomipmaps
	
	{
		map textures/fur/pink_fur.tga
		//alphaFunc GE128
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}
}
[url=http://shaderlab.com/]Q3Map2[/url] | [url=http://shaderlab.com/q3map2/shader_manual/]Shader Manual[/url] | [url=http://en.wikibooks.org/wiki/Q3Map2]Wiki Manual[/url]
ydnar
Posts: 36
Joined: Fri Dec 15, 2000 8:00 am

Post by ydnar »

I made some test maps using 1 or 2 layers of fur for Enemy Territory, to be mixed with the q3map_foliage models. It looked OK, but was an FPS killer in the end.

I used alphaFunc, and not blendFunc for best performance.

I imagine with q3map_alphaMod terrain, you could have q3map_fur on top of that, or at least q3map_cloneShader to push a single layer of "grass" above it with q3map_tcMod scale.

y
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