https://drive.google.com/file/d/0B17KDX ... sp=sharing
My dropbox is a mess right now...reorganizing. And I am gonna tweak this texture a bit more...gonna add a glimmer effect to it. I'll try and get it posted tomorrow.
New textures and requests
Moderator: Rab,d
Re: New textures and requests
Looks good.
I tried making it with particle studio.. it never turns out like it is in there for the game :/
I tried making it with particle studio.. it never turns out like it is in there for the game :/
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Re: New textures and requests
waterfall looks great!
How do I open .pkz files? What software?
How do I open .pkz files? What software?
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Re: New textures and requests
I was gong to download your devo files but with you wanting to change move to this new format instead of egl should I wait for things to devo, or are the same things still needed? For instance you have a add on to make dday easier to create.
I seem to be gearing up in my head so asking.
I seem to be gearing up in my head so asking.
Re: New textures and requests
EGL doesn't support more than one deformvertexes function. Smoke need to use both deformvertexes move and autosprite to look good from all angles.
It atleast works if you remove the autosprite function. Then it allows the move to work. This can suffice if you are looking at a scene from one direction...like if it was at the end of a dead end. Or I have used 2 brushes making a +, this is convincing at distances. But, not what we would want.
FTE seems to have trouble also. But, it has it's only shader language that can be used instead of parsing the q3 scripts....and I am sure it has some wonderful abilities if I explore that route.
So, try messing around with this shader...edit the ones that particle studio spits out to reflect how this one is set up.
Code: Select all
textures/rabid/smoke_1
{
qer_editorimage textures/rabid/smoke.tga
surfaceparm noimpact
surfaceparm nolightmap
cull none
surfaceparm trans
surfaceparm nonsolid
surfaceparm nodlight
//deformvertexes autosprite
deformvertexes move -43.013470 5.909474 284.695343 sawtooth 0 1 0.459120 0.166667
{
clampmap textures/rabid/smoke.tga
tcMod rotate 30.000000
AlphaGen wave sawtooth 15.441755 -4.635853 0.459120 0.166667
rgbGen wave sawtooth 1.081118 13.529466 0.459120 0.166667
tcMod stretch sawtooth -8.423201 9.423201 0.459120 0.166667
blendfunc add
}
}
FTE seems to have trouble also. But, it has it's only shader language that can be used instead of parsing the q3 scripts....and I am sure it has some wonderful abilities if I explore that route.
So, try messing around with this shader...edit the ones that particle studio spits out to reflect how this one is set up.
Re: New textures and requests
Rabid do you think you could make that one pine tree md3 you made very large? I want large pines for my map 
