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Q3 Hot-Air Shader
Posted: Thu Jul 24, 2008 5:36 pm
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.
Thanks, Neoplan
Re: Q3 Hot-Air Shader
Posted: Thu Jul 24, 2008 6:30 pm
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

Re: Q3 Hot-Air Shader
Posted: Thu Jul 24, 2008 6:56 pm
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.
Re: Q3 Hot-Air Shader
Posted: Sat Jul 26, 2008 8:26 am
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
Greetz, Neoplan.
Re: Q3 Hot-Air Shader
Posted: Sat Jul 26, 2008 1:56 pm
by Grenader
Wouldn't it be possible to do it by making a "fuzzy" texture with a low opacity?
Re: Q3 Hot-Air Shader
Posted: Sat Jul 26, 2008 2:53 pm
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.
Re: Q3 Hot-Air Shader
Posted: Sat Jul 26, 2008 6:38 pm
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.