Shaders on a model
Posted: Sun May 17, 2009 2:15 am
Hello. I'm currently making a map for Quake 3 using GTK radiant 1.5, but I've ran into a problem trying to texture my models with custom shaders. What I do is I model in MODO, export as .obj and import into MAX and then export as .ase and finally import into gtk 1.5. That has worked so far, albeit with minor adjustments to the .ase file after export. But now I don't know what to do. I want to texture a subgroup of my model with this shader specifically:
On this model (or rather an excerpt from the .ase file):textures/egyptsoc_sfx/jpblue_floor1a
{
qer_editorimage textures/egyptsoc_floor/jumppad1ab.tga
q3map_lightimage textures/egyptsoc_floor/jumppad1b.blend.tga
q3map_surfacelight 400
{
map textures/ctf/blue_telep.tga
tcmod rotate 180
tcMod stretch sin .8 0.1 0 .5
}
{
clampmap textures/ctf/jumppadsmall_b.tga
blendfunc ADD
tcMod stretch sin 0.95 .7 0 1.25
rgbGen wave square .5 .5 .25 1.25
rgbgen identity
}
{
map textures/egyptsoc_floor/jumppad1ab.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
rgbGen identity
}
{
map textures/egyptsoc_floor/jumppad1b.blend.tga
blendfunc ADD
rgbgen wave sin .8 .2 0 1
}
}
I'm completely new here by the way. Thanks in advance for any help.*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "Default_mso"
*MATERIAL_CLASS "Multi/Sub-Object"
*MATERIAL_AMBIENT 1.0000 1.0000 1.0000
*MATERIAL_DIFFUSE 1.0000 1.0000 1.0000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 1.0000
*MATERIAL_SHINESTRENGTH 1.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*NUMSUBMTLS 11
*SUBMATERIAL 0 {
*MATERIAL_NAME "\textures\egyptsoc_sfx\jpblue_floor1a"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 1.0000 1.0000 1.0000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 2.5600
*MATERIAL_SHINESTRENGTH 1.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\textures\egyptsoc_sfx\jpblue_floor1a"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}