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Shaders...
Posted: Fri Jun 15, 2007 11:18 am
by Kay-P
(this is for quake 3)
I have a little problem with shaders and i wonder if someone would want to help me.
i want to incorporate these two textures with eachother, and the arrow one will scroll upwards.
the problem is that i know nothing about how to make a shader, and i have d/led q3ase but i dont knkow how to do it.
is there anyone who knows and who is willing to help me?
Posted: Fri Jun 15, 2007 11:25 am
by Foo
Best advice I can give is to:
1. Get the Q3 Shader manual
2. Rip apart a few simple textures and their corresponding shaders to get a feel for how they work
3. Locate a texture that works in a similar manner to the way you intend your new texture to work
4. Modify it to meet your needs
This'll give you a solid grounding in working with textures and the means to create this particular one.
Also, the best tool for working with shaders, at least initially, is notepad.
Posted: Fri Jun 15, 2007 12:14 pm
by Kay-P
okay, i have tried almost everything but i still cant get it to work! i dont understand, the other shaders works but not this one. sigh
Posted: Fri Jun 15, 2007 12:16 pm
by 4days
post your shader. and when you say the others work, do you mean shaders that you have created or the stock ones?
Posted: Fri Jun 15, 2007 12:23 pm
by Kay-P
stock ones
textures/chal/flumtest/jupp
{
{
map textures/chal/flumtest/orka.tga
tcmod scroll 0 .4
blendFunc GL_ONE GL_ZERO
rgbGen identity
}
{
map textures/textures/flumtest/jupp.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
to be more specific: i want only the arrows on the second picture to be shown and scrolling. i have made some versions of the textures in .tga format too. where the gray and darkbrownish texture is completely transparent in the middle (for the arrows path)
Posted: Fri Jun 15, 2007 12:49 pm
by 4days
have a look at this for reference as foo suggested:
http://www.heppler.com/shader/
there's a tutorial on using q3ase here:
http://www.bpeers.com/software/q3ase/q3asetutorial.html
have you installed/tested any new shaders apart from the stock ones? google and the stickies here will get you sorted. search for things like "shaderlist.txt", shader, tutorial.
or have a go at this tutorial to get yourself started:
http://qworkshop3.planetquake.gamespy.c ... index.html
Posted: Fri Jun 15, 2007 2:17 pm
by obsidian
Do your textures have alpha-channels?
Better, updated Q3Map2 Shader Manual. I have a newer work-in-progress version at a more permanent home that I'm working on, but this will have to do.
http://members.lycos.co.uk/quakeroats/q ... er_manual/
Posted: Fri Jun 15, 2007 6:30 pm
by Kay-P
i made it! thanks everybody for help. :icon25:
Posted: Fri Jun 15, 2007 7:47 pm
by Survivor

new q3map2 shader manual?!!! :icon34:
Posted: Fri Jun 15, 2007 8:11 pm
by obsidian
Keep in mind... by work-in-progress, I mean working on it a little at a time for the last couple of years. I think I've started from scratch three times already.
It's mainly to fill out those parts that I never got around to doing in the first place and to rewrite the whole thing according to xhtml and css standards.
After I'm done all that, I'll pick up the torch and add a few things to Q3Map2 for the 2.5.17 release.
Posted: Fri Jun 15, 2007 8:52 pm
by ix-ir
Good work obsidian and much kudos for carrying on q3map2.
Posted: Fri Jun 15, 2007 11:05 pm
by obsidian
Hello, Mr. Gullible!

Posted: Fri Jun 15, 2007 11:10 pm
by ix-ir
No kudos for you.