Asgarath83 Posted October 27, 2013 Share Posted October 27, 2013 Well i am ending the Blades for my mod. After i need to do a looong shadering work about every sword and every character for make the best graphic and the best realistic result.I know today people look graphic as gameplay.How can i set the .SHADER file for create the more spectacular shadering about swords, blades and characters? I accept any kind of suggestion. Link to comment
MoonDog Posted October 27, 2013 Share Posted October 27, 2013 If you know the proper way to make a specular texture, I'd definitely do a lightingSpecular stage. tcGen environment stages work pretty well too. Example: textures/blerp/sultra_armory_metal_tank_storage{ q3map_editorimage textures/blerp/sultra_armory_metal_tank_storage q3map_normalimage textures/blerp/sultra_armory_metal_tank_storage_nm q3map_material solidmetal q3map_lightmapsamplesize 1x1 q3map_lightmapMergable { map $lightmap rgbGen identity } { map textures/blerp/sultra_armory_metal_tank_storage blendFunc GL_DST_COLOR GL_ZERO } { map textures/blerp/sultra_armory_pipe_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map textures/blerp/sultra_gloss blendFunc GL_SRC_ALPHA GL_ONE alphaGen const 0.15 tcGen environment }} That shader above is for a texture in a level. However, I highlighted the parts you should look at. In red, you'll see the stage that applies the specular texture. Pretty important for a lot of weapon models depending on their material and how it should look in game/life. In blue you'll see the stage that applies an environment texture. This is a texture to sort of imitate reflection, gloss etc... If you want to learn more of the specifics behind the other keywords, check this out:http://q3map2.robotrenegade.com/docs/shader_manual/contents.html Asgarath83 likes this Link to comment
Asgarath83 Posted October 28, 2013 Author Share Posted October 28, 2013 Thanks, yes, for weapons i ever used the lightingdiffuse, tcgen and lightingspecular parameters, i see that lighting specular do the metallic reflecting and is very useful for the blades, and the tg_gen enviroment is useful for lucid surfaces, metallic, marbles, etc.for rock and wood i think is best the bumpmapping.but i never understand very much the language of shader file. so your link and your istruction are very useful. Tnanks a lot! ^^ rgb gen identity and the lightingdiffuse are good for flesh, hairs and dresses. Eyes need a tcgen enviroment. this is what i know about shadering with my experience, but i wanna see if someone know some other parameter that can create more realistic materials effect.i will study the q3map2 shadering manual.thanks a lot! Link to comment
Pande Posted October 28, 2013 Share Posted October 28, 2013 textures/blerp/sultra_armory_metal_tank_storage{ { map textures/blerp/sultra_armory_metal_tank_storage rgbGen lightingDiffuse // proper shading for vertex lit models, or something. } { map textures/blerp/sultra_armory_pipe_spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular detail } { map textures/blerp/sultra_gloss blendFunc GL_SRC_ALPHA GL_ONE alphaGen const 0.15 tcGen environment }} Fixed for a weapon model like swords are Link to comment
Asgarath83 Posted October 28, 2013 Author Share Posted October 28, 2013 Fixed for a weapon model like swords areThanks, Pande, well, in that's case, i am already using the correct parameters, maybe i need only to fix the alpha gen const. Link to comment
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