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Using q3map_fur for grass?
Posted: Wed Mar 09, 2005 1:48 pm
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:
Posted: Wed Mar 09, 2005 2:11 pm
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.
Posted: Wed Mar 09, 2005 3:28 pm
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.
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
}
}
Posted: Wed Mar 09, 2005 6:03 pm
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