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Saiaku

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  • Gender
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  • Location
    Tokyo
  • Interests
    Java, Android, HTML, CSS, JS, PHP, SQL, C++, OpenGL, C#, XNA, AI.
    Jedi Academy, Mapping.
    L4D2 Killing zombies and saving the world, every time.
  • Modding Interests
    Jack of all Trades
  • Operating System
    Win7x64

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  1. The reason I wanted to use the shader's timing is because I wanted the lights to turn on at the same time my day and night cycle runs. Entities seem to run out of sync from shaders even though they both start at the same time, but I guess an alternative is to drop my idea of automatic on/off and rather have them func_usable with anim stages and button instead. I'll try it out
  2. Hello. I have a shader that periodically appears that a light goes off and on. I would like to tie a light entity to it so that the light entity turns on at the same time the shader transitions. However, as far as I've experimented it seems that timing for shaders and game entities run differently, they become out of sync. So is there any way to directly connect the entity to the shader so that the light acts when the shader changes?
  3. It's possible. I've made a real analog clock with moving hands (no scripts), moving with the speed of real time. However it won't follow actual time of day. The hands will start at random positions, depending on server starting time. I also made a digital clock(military style 00:00 - 23:59) using scripts that move at a defined speed. Each day can last 20 minutes if want be.
  4. They are not light-emitting. I don't think it would affect the world anyway. I believe light from such shaders are calculated in the BSP and not real-time.
  5. I tried adding some kind of "flare" effect to the sun, so it doesn't look so lonely kind of. It's all just scrolling shaders really.
  6. Thanks all. Here's a proper timelapse video
  7. Thx. I have another box wrapped inside the portal skybox with the night sky. The shader fades in and out in sync with the moon and sun moving over the sky.
  8. Yep, it's very magic! Actually it is a part of a new map for the clan. The map features a day & night cycle, lasting 24 minutes, going from day to night, clouds moving, sun and moon going around, too.
  9. Fear not, I was able to solve it. Just looking into the base shaders for some similar cases, and I found what I was looking for. Here's the shader I ended up with. textures/a_afl_grand_skies/grand_skyobj_moon1 { surfaceparm noimpact surfaceparm nomarks surfaceparm nonsolid surfaceparm trans q3map_nolightmap q3map_novertexshadows { map textures/a_afl_grand_skies/grand_skyobj_moon1b alphaFunc GE192 blendFunc GL_ONE GL_ZERO glow rgbGen wave square 0 1 0 0.0007 alphaGen wave square 0 1 0 0.0007 tcMod scroll 0 0.0014 } } rgbGen and alphaGen is used for hiding the moon during daytime in my map. Result: http://i.imgur.com/4Bs814C.jpg http://i.imgur.com/vQ0ryTz.jpg Thanks for reading.
  10. It looks like this now textures/a_afl_grand_skies/grand_skyobj_moon1 { surfaceparm noimpact surfaceparm nomarks surfaceparm nonsolid surfaceparm trans q3map_nolightmap q3map_novertexshadows { map textures/a_afl_grand_skies/grand_skyobj_moon1a blendFunc GL_ONE GL_ONE glow rgbGen wave square 0 1 0 0.0007 tcMod scroll 0 0.0014 } } The texture grand_skyobj_moon1 is just a black stripe with an arrow showing the orientation in the editor. The texture grand_skyobj_moon1a is black with the moon on it, which is gray. I've tried the same setup with a transparent background for the moon texture, without luck.
  11. I've been trying to make a grey moon that moves over the sky, but whatever I do with my shader, or if I use a jpg with black background or transparent background on png, the moon itself seems to be halfway transparent as well. Does anyone know the correct flags for such a shader? Thanks ^^
  12. Thanks for the insight. Too bad I can't manipulate the original vehicle, even with the driver inside. My ideal plan was to have a circle landing pad that could be rotated with the vehicle to turn it around in a narrow "hangar" (parking space). But maybe I have to look for other alternatives.. hmm
  13. Just an update. I've tried different methods, latest being trigger shipboundary to force the ship to move. Result is that the trigger somehows instakills the ship when no one is inside of it. And if someone really is inside of it, the camera will rotate, but ship not. Does anyone know about any maps that has this feature? I'd like to see how it is solved
  14. The ship is a vehicle, like x-wing, lambdashuttle. Would it work? I'll try and see what happens. Edit: I believe your method only works with static models, right? Not interactive ships that can land, take off, etc? In my attempt I was unsuccessful. I used a basic rotate script, though affect ( "rotatep", /*@AFFECT_TYPE*/ FLUSH ) { task ( "hps_rotate1" ) { rotate ( < 0.000 180.000 0.000 >, 5000 ); } do ( "hps_rotate1" ); }
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