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Light Beam


PuDDu

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Frell! I was thinking of trying that....

 

What do you mean by it doesn't work well exactly?

 

There must be someone out there who has managed to get the beams to work! Why aren't you helping the other 99.9999% percent of us?

 

Grrrrrrrr!

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I had a go earlier with the Quake 3 beam textures and with the one from one of the Wired Lamp Studio duel maps too (thanks; just testing thought!). The beam came out as a strange, solid block with the beam bit at the top but the rest all black.

 

So basically, fabrikashon, you make a new shader with these parameters and that will cure these problems?

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There are appropriate textures in Q3 as well as in one or two of the WLS duel maps; best to work from the shaders in the WLS maps too.

 

I'll be giving it a go later back home.

 

I had a great idea for a duel map entirely dependant on light beams.... Let's hope I can get it working :)

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Ah, UniKorn!

 

Is there some polite process regarding using that texture and associated shader in another map, like mentions, asking nicely first or whatever? Just taking and using them without mentioning the source would not go down well, I would suppose.

 

I know a lot of people REALLY want to use them.

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pre·scient Pronunciation Key (prshnt, --nt, prshnt, -sh-nt)

adj.

Of or relating to prescience.

Possessing prescience.

 

dictionary.com is my favourite site :) I also had no idea what it meant ;)

 

RelFexive: You should always give credits where they are due, in the readme files and on promotional text (websites, forum announcements etc). Most people don't have a problem with you using their stuff as long as they are recognised for it. It's always good to double check that you are alowed to use it, and the way to do that is to read the readme file of the map you want to borrow from :)

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Thanks for the info.

 

Giving credit is the obvious and right thing to do. I'll make sure to check the 'borrowing permissions' in the relevant map readme's before I anything in a published map.

 

When I get home I'll give all this stuff a go and report back. If it is simple and successful, this info would be a useful addition to the sticky FAQ, don't you think?

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Here's the end result:

 

Beam Shot 1

 

This was done using the Evil Lair textures/shaders that apear in the textures list because of the WLS duel maps.

 

Using the stuff you put down here, fabrikashon, just didn't work right at all. Maybe I'll put that picture up at some point....

 

I'll adapt the Evil Lair type shader stuff to the Q3 beam textures and see what I get. If it is successful I'll post the end results here. Otherwise, be prepared to hear more griping.... :)

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Originally posted by fabrikashon

textures/yourtexture/beam

{

surfaceparm nonsolid

surfaceparm trans

cull none

q3map_nolightmap

{

map textures/yourtexture/beam

blendFunc GL_ONE GL_ONE

}

}

 

Fabrikashon - where do I enter this script?

 

Thanks for your help.

 

- Pseudopath.

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Originally posted by RelFexive

Here's the end result:

 

Beam Shot 1

 

This was done using the Evil Lair textures/shaders that apear in the textures list because of the WLS duel maps.

 

Using the stuff you put down here, fabrikashon, just didn't work right at all. Maybe I'll put that picture up at some point....

 

I'll adapt the Evil Lair type shader stuff to the Q3 beam textures and see what I get. If it is successful I'll post the end results here. Otherwise, be prepared to hear more griping.... :)

 

Double check the path to your texture.

 

Pseu: You have to place it in a custom shader file. The link above has some info on shaders, you might like to check it out.

 

You should place it in a file <mapname>.shader and into a sub directory called shaders

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You should place it in a file <mapname>.shader

 

I wonder if that's where I've been going wrong.... At the moment I get this instead.

 

The shader file I'm using is called beamfx.shader. Looks like I should change the name to duel_icecave.shader to go with my map, yes?

 

These are the details I'm using in the shader file:

 

textures/beamfx/beam

{

qer_editorimage textures/beamfx/beam.jpg

q3map_nolightmap

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm trans

cull disable

qer_trans 0.6

{

map textures/beamfx/beam.jpg

blendfunc add

tcMod scroll 0.3 0

}

}

 

textures/beamfx/beam_long

{

surfaceparm nonsolid

surfaceparm trans

cull none

q3map_nolightmap

{

map textures/beamfx/beam_long.jpg

blendfunc GL_ONE GL_ONE

}

}

 

Neither works. The beam in the centre, the one that works, is made using the texture in the evil8_fx folder, presumably in conjection with evil8_base.shader. That's where the stuff above is copied from.

 

As you can see from the screenshot, I have had no success mimicing the stuff in the evil8_base shader file.

 

I'll try it with my shader file renamed and let you know how it goes.

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Originally posted by RelFexive

 

I wonder if that's where I've been going wrong.... At the moment I get this instead.

 

The shader file I'm using is called beamfx.shader. Looks like I should change the name to duel_icecave.shader to go with my map, yes?

 

These are the details I'm using in the shader file:

 

textures/beamfx/beam

{

qer_editorimage textures/beamfx/beam.jpg

q3map_nolightmap

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm trans

cull disable

qer_trans 0.6

{

map textures/beamfx/beam.jpg

blendfunc add

tcMod scroll 0.3 0

}

}

 

textures/beamfx/beam_long

{

surfaceparm nonsolid

surfaceparm trans

cull none

q3map_nolightmap

{

map textures/beamfx/beam_long.jpg

blendfunc GL_ONE GL_ONE

}

}

 

Neither works. The beam in the centre, the one that works, is made using the texture in the evil8_fx folder, presumably in conjection with evil8_base.shader. That's where the stuff above is copied from.

 

As you can see from the screenshot, I have had no success mimicing the stuff in the evil8_base shader file.

 

I'll try it with my shader file renamed and let you know how it goes.

 

 

any luck??? i get the samething....... :(

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