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The best shadering parameters


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Posted

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.

 

Posted

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:
Asgarath83 likes this
Posted

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! ^_^

Posted

 

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

Posted

Fixed for a weapon model like swords are

Thanks, Pande, well, in that's case, i am already using the correct parameters, maybe i need only to fix the alpha gen const. :)

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