PuDDu Posted May 18, 2002 Share Posted May 18, 2002 Hi all, i have a question for you. Maybe it's been already posted, but i'm not able to do this. Could anyone explain EXACTLY how can i make this light beam? Thanks a lot! Link to comment Share on other sites More sharing options...
PuDDu Posted May 19, 2002 Author Share Posted May 19, 2002 Please, i need it! I tried using a texture from Quake 3, but it doesn't work well. Help me! Link to comment Share on other sites More sharing options...
RelFexive Posted May 20, 2002 Share Posted May 20, 2002 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! Link to comment Share on other sites More sharing options...
fabrikashon Posted May 20, 2002 Share Posted May 20, 2002 textures/yourtexture/beam { surfaceparm nonsolid surfaceparm trans cull none q3map_nolightmap { map textures/yourtexture/beam blendFunc GL_ONE GL_ONE } } Link to comment Share on other sites More sharing options...
RelFexive Posted May 21, 2002 Share Posted May 21, 2002 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? Link to comment Share on other sites More sharing options...
fabrikashon Posted May 21, 2002 Share Posted May 21, 2002 Yes, along with a texture built for beam use. This is a .jpg/tga which goes from whatever colour you want the beam to be, to black, in gradiant form. Link to comment Share on other sites More sharing options...
RelFexive Posted May 21, 2002 Share Posted May 21, 2002 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 Link to comment Share on other sites More sharing options...
UniKorn Posted May 21, 2002 Share Posted May 21, 2002 Nice to see my map displayed I used one of evillairs textures. You can find it in the pk3 : duel_wls1.pk3 Link to comment Share on other sites More sharing options...
UniKorn Posted May 21, 2002 Share Posted May 21, 2002 Be4 I forget it, don't forget to give credit to Evil Lair : http://www.planetquake.com/hfx Link to comment Share on other sites More sharing options...
RelFexive Posted May 21, 2002 Share Posted May 21, 2002 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. Link to comment Share on other sites More sharing options...
RelFexive Posted May 21, 2002 Share Posted May 21, 2002 Well, I guess you were being precient.... Link to comment Share on other sites More sharing options...
UniKorn Posted May 21, 2002 Share Posted May 21, 2002 Don't know exactly what that word means, but I think I understand it Link to comment Share on other sites More sharing options...
fabrikashon Posted May 21, 2002 Share Posted May 21, 2002 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 Link to comment Share on other sites More sharing options...
RelFexive Posted May 21, 2002 Share Posted May 21, 2002 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? Link to comment Share on other sites More sharing options...
RelFexive Posted May 22, 2002 Share Posted May 22, 2002 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.... Link to comment Share on other sites More sharing options...
Pseudopath Posted May 22, 2002 Share Posted May 22, 2002 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. Link to comment Share on other sites More sharing options...
fabrikashon Posted May 22, 2002 Share Posted May 22, 2002 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 Link to comment Share on other sites More sharing options...
Pseudopath Posted May 22, 2002 Share Posted May 22, 2002 I think the subject line speaks for itself - Pseudopath. Link to comment Share on other sites More sharing options...
RelFexive Posted May 22, 2002 Share Posted May 22, 2002 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. Link to comment Share on other sites More sharing options...
MasterJedi83 Posted May 23, 2002 Share Posted May 23, 2002 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....... Link to comment Share on other sites More sharing options...
RelFexive Posted May 23, 2002 Share Posted May 23, 2002 No joy yet, but I'm sort of concentrating on light-emitting shaders and clipped terrain for my Ice Cave map at the moment. Link to comment Share on other sites More sharing options...
fabrikashon Posted May 23, 2002 Share Posted May 23, 2002 Again, double check your texture path. Also remove the .jpg's from the end of the texture paths. Link to comment Share on other sites More sharing options...
RelFexive Posted May 23, 2002 Share Posted May 23, 2002 I'll check. The path is right, but I'll take the .jpg off. Link to comment Share on other sites More sharing options...
MasterJedi83 Posted May 23, 2002 Share Posted May 23, 2002 so, instead of using .jpg's, i should use .tga's..........is that correct..? Link to comment Share on other sites More sharing options...
MasterJedi83 Posted May 24, 2002 Share Posted May 24, 2002 Link to comment Share on other sites More sharing options...
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