| FEW
SHADERS CREATED AND USED MOUSTLY IN "TWO TOWERS" - MY SECOND
MAP. ENJOY... |
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| 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 } } |
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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 } } |
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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 } }] |
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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 } } |
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LIGHT BEAM BLURRY, MUCH BETTER THEN STANDARD, ONE JPG TEXTURE, ALSO CAN BE MOVEABLE WITH PENDULUM, TEXTURE SHOLD BY VERY DARK
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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 } } |
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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 } } |
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| 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
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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 } } |
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