Originally posted by DogSpydr66
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Hello DogSpydr66,
I maybe misunderstood your problem.
As far as I understand you want to add particles.
Particles usualy dont have a square shape. They usualy are very bizare geometric "things" like smoke or fire or sparks.
So you need a texture format that supports alpha layer.
jpg and bmp does not support this.
png and tga does support it.
If you take a look at all existing particles you will see that they contain areas which are invisible (that is the transparent/alpha area).
Otherwise a square shaped texture block would fly through your map.
Not that this would be a bad thing, that was how original Quake particles look.
But I think you want something different here...
Best format for this would be .tga.
Best wishes,
Seven
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fte should support 24bit bmp, though its not been tested anywhere remotely recently.
it should load png files, but libpng got updated recently and I guess something broke for certain variations of the format.
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Originally posted by Spike View Postfte should support 24bit bmp, though its not been tested anywhere remotely recently.
it should load png files, but libpng got updated recently and I guess something broke for certain variations of the format.Last edited by DogSpydr66; 07-04-2013, 11:07 AM.
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Spike, here's the culprit that FTEQW keeps complaining about in your uploaded particles texture pack smokelite.png.Last edited by DogSpydr66; 07-05-2013, 08:37 AM.
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create a file: $quakedir/fte/scripts/myslime.shader
(fte subdirectory avoids harming other engines that don't support the 'program' keyword or special texture naming).
feel free to change $normalmap to the name of a better texture.
Inside that file, insert the following text
Code:*slime1 { surfaceparm nodlight { map $refraction } { map $normalmap } { map $reflection } program "altwater#REFLECT#FRESNEL=4#TINT=vec3(0.2,0.8,0.5)" }
And here's the other modifiers ripped from the built-in altwater glsl code:
modifier: REFLECT (s_t2 is $reflection instead $diffuse)
modifier: STRENGTH (0.1 = fairly gentle, 0.2 = big waves)
modifier: FRESNEL (5=supposedly realistic but barely noticable)
modifier: TXSCALE (0.2 - wave interval)
modifier: RIPPLEMAP (s_t3 contains a ripplemap
modifier: TINT (some colour value)
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