Shaders Created By My Own
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 FEW SHADERS CREATED AND USED MOUSTLY IN "TWO TOWERS" - MY SECOND MAP. ENJOY...

FLOOR WITH PARTIAL REFLECTION

PERFECT FOR MATALLIC THINGS, BUT EFFECT IS STRONGLY DEPEND OF TEXTURES AND ALPHA CHANELS, SEE "TWO TOWERS"

textures/ttow/tt-scr
{
{
map textures/ttow/tt-scr-l1.jpg
tcGen environment
tcmod scale .25 .25
rgbGen identity
}
{
map textures/ttow/tt-scr.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
rgbgen identity
blendFunc GL_DST_COLOR GL_ZERO
}
}

BIG PIPE WORKS

SIMLE SHADER WITH ALPHA CHANEL

textures/ttow/tt-pipe-big
{
surfaceparm alphashadow
//cull none
nopicmip
{
map textures/ttow/tt-pipe-big.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}

TERRAIN SHADER WITH "DETAIL"

SECOND TEXTURE LAYER VISIBLE ONLY ON SHORT DISTANCE. ALSO GOOD FOR CONCRETE WALS AND EVERYTHING WITH RUSTY SURFACE IN SMALL ROOMS

textures/ttow/tt-ter-det
{
qer_editorimage textures/ttow/tt-ter.jpg
{
map $lightmap
rgbGen identity
}
{
map textures/ttow/tt-ter-det.jpg
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcMod scale 10 10
}
{
map textures/ttow/tt-ter.jpg
blendFunc filter
}
}
DETAILED TERRAIN WITH PHONG SHADIG
textures/ttow/tt-ter-phong
{
q3map_nonplanar
q3map_shadeangle 90
qer_editorimage textures/ttow/tt-ter_p.jpg
{
map $lightmap
rgbGen identity
}
{
map textures/ttow/tt-ter-det.jpg
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcMod scale 5 5
}
{
map textures/ttow/tt-ter.jpg
blendFunc filter
}
}
]

BASIC FLARE

ONE TEXTURE IN JPG FORMAT

textures/ttow/tt-flare_l
{
sort 16
qer_editorimage textures/ttow/tt-flare_l.jpg
surfaceparm nonsolid
surfaceparm trans
cull disable
deformVertexes autosprite
{
clampmap textures/ttow/tt-flare_l.jpg
blendfunc add
rgbGen wave sawtooth -2 3 0 1.6
}
}

LIGHT BEAM

BLURRY, MUCH BETTER THEN STANDARD, ONE JPG TEXTURE, ALSO CAN BE MOVEABLE WITH PENDULUM, TEXTURE SHOLD BY VERY DARK

 

textures/ttow/tt-s1
{
sort 16
qer_editorimage textures/ttow/s1.jpg
surfaceparm nonsolid
surfaceparm trans
cull disable
deformVertexes autosprite2
{
clampmap textures/ttow/s1.jpg
blendfunc add
}
}

ANIMATED LIGHT BEAM

FOR JET ENGINES ETC,

textures/ttow/tt-engine
{
sort 16
qer_editorimage textures/ttow/s1.jpg
surfaceparm nonsolid
surfaceparm trans
cull disable
deformVertexes autosprite2
{
clampmap textures/ttow/s1.jpg
blendfunc add
rgbGen wave noise 0.7 0.29 0 20
}
}
 
   
   

BUMP MAPPING

TO CREATE NORMAL MAP YOU MUST HAVE PLUGIN FOR PHOTOSHOP FROM N-VIDIA. FOR BEST RESULTS USE BIG SCALE OF EFFECT (IN PHOTOSHOP), GROUP BRUSHES AND CHANGE LIGHTMAPSCALE TO 0,1 - 0,001

 

textures/ttow/tt-met1
{
qer_editorimage textures/ttow/tt-met1q.jpg
q3map_lightmapsamplesize 1
q3map_normalimage textures/ttow/tt-met1_n.jpg
{
map $lightmap
}
{
map textures/ttow/tt-met1.jpg
blendFunc GL_DST_COLOR GL_ZERO
}
}