New textures and requests

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Rab,d
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Re: New textures and requests

Post by Rab,d » Sat Feb 22, 2014 9:55 pm

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.

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Re: New textures and requests

Post by Boons » Sat Feb 22, 2014 10:18 pm

Looks good.

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

Post by Mr. YOur no fun » Sat Feb 22, 2014 10:19 pm

waterfall looks great!

How do I open .pkz files? What software?

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Re: New textures and requests

Post by Mr. YOur no fun » Sat Feb 22, 2014 10:27 pm

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.

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Re: New textures and requests

Post by Rab,d » Sun Feb 23, 2014 8:10 am

EGL doesn't support more than one deformvertexes function. Smoke need to use both deformvertexes move and autosprite to look good from all angles.

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
	}
}
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.

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Re: New textures and requests

Post by Boons » Sun Feb 23, 2014 11:35 pm

I will give it a shot thanks !
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Re: New textures and requests

Post by Boons » Wed Mar 12, 2014 12:36 pm

Looking for very large pine tree models. :)
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Re: New textures and requests

Post by Boons » Fri Mar 14, 2014 3:12 pm

Rabid do you think you could make that one pine tree md3 you made very large? I want large pines for my map :)
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