Q3 Hot-Air Shader

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Q3 Hot-Air Shader

Post by neoplan »

Is it possible to create a Shader that would look like hot air? You know, like when airplane starts the air distorts like that.
As I am not that good at shader stuff I want to ask if there is already something similar or if u guys could help me with that.

:clownboat:
Thanks, Neoplan
RolShowster
Posts: 10
Joined: Sun May 27, 2007 7:22 am

Re: Q3 Hot-Air Shader

Post by RolShowster »

Ermm usually thats done with a vertex / pixel shader. So if you have a standalone version of quake 3 with a shader engine implemented you could do it. I think these guys implemented them http://www.ohloh.net/projects/qfusion

With like traditional q3 shaders off the top of my head you'll need too look at blend funcs, different wave formats but I think it would come out a bit icky.

Hopefully someone else will give you a bit more info hehe :)
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3 Hot-Air Shader

Post by obsidian »

Actual heat wave distortions, no... those are pixel shaders (aka fragment programs) like those that you see in more modern engines like id Tech 4 or 5. Despite the fact that they are both called "shaders" they are entirely different things and should not be confused. That's why the type of shaders used in Q3 are now called "materials" in the modern id Tech 4 and 5 engines, to differentiate between the two.

However, with Q3 surface material shaders you can created animated exhaust smoke particles. It won't distort anything behind it, but it will have transparency, move and animate.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Q3 Hot-Air Shader

Post by neoplan »

Ok, so u are not able to create this "hot-air" effect in q3, right?!

Maybe somebody can give me advice of how i could make a shader that would represent moving air from a ventilator. Cuz in this mod i am working for, defrag, there is an entity that adds velocity to the player. So my idea was to create ventilators and add z-velocity to player and it should look like the player is floating up cuz of the ventilator.
So my problem is that i have to show the area of the velocity trigger that the player knows where it starts and where it ends.

I was thinking to make it with particle studio.....

Or i could also use something different than ventilator but I had no idea what i could use.(maybe magnetic stuff or something - hmmmm)


by the way, visit http://www.alternatemappingteam.de.vu/ .

I started a mapping contest for defrag - u can read everything at the homepage.
hf
:q3:
Greetz, Neoplan.
Grenader
Posts: 202
Joined: Sun Oct 08, 2006 11:38 am

Re: Q3 Hot-Air Shader

Post by Grenader »

Wouldn't it be possible to do it by making a "fuzzy" texture with a low opacity?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3 Hot-Air Shader

Post by obsidian »

obsidian wrote:However, with Q3 surface material shaders you can created animated exhaust smoke particles. It won't distort anything behind it, but it will have transparency, move and animate.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Q3 Hot-Air Shader

Post by neoplan »

obsidian wrote:
obsidian wrote:However, with Q3 surface material shaders you can created animated exhaust smoke particles. It won't distort anything behind it, but it will have transparency, move and animate.

cool!

So, should i make the shader with particle studio? Cuz I dont know alot about creating shaders and their parameters. I only know some basic things that I can create with q3ase.
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