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i think that lava must have an area with a hot-air-distortion shader, like in DOOM3... I remember some areas in D3 hell levels with that air-distortion, and also some broken pipes with this effect... maybe DP can do it...
Ok guys, this is what I found out, after reading and starting/exiting Quake for several hours: (jakub1: this reminded me working on effectinfo.txt)
First of all, in my opinion a much more beautiful visual for our teleporter can be reached by using
blendfunc filter
instead of
blendfunc blend
Secondly, if you want to change the moving behaviour of the teleporter texture:
Just like jakub1 said, it is done by modifying the tcmod variables.
There is a VERY important order of tcmod variables:
"tcMod scroll" is always LAST !
Which is not the case in the actual shader from my package.
Thats why we first have to switch it from
tcMod scroll 0.25 0.25
tcmod scale 0.35 0.18
to
tcmod scale 0.35 0.18
tcMod scroll 0.07 0.07 // the new values are necessary, because we switeched it. In-Game visuals will be the same.
Now you can modify the "tcMod scroll" values any way you like it.
First value is X-direction, second value is Y-direction.
Negative values will move it to the one side, positiv values to the other side.
Higher values will lead to a faster movement, and vice versa.
Now, if you dont want the static cross moving behaviour in one direction (like it is now in my actual shader):
inkub0 requested a circle movement. To get it, simply use this:
tcMod turb 1 1 0.5 0.17
tcmod scale 0.35 0.18
instead of:
tcmod scale 0.35 0.18
tcMod scroll 0.07 0.07
You can of course mix whirling and cross moving by using (example):
(this example creates an interesting looking zick-zack movement)
Last Update 28.10.2010
So, because I dont want to overwhelm you with different versions, I only added ONE more:
The new shader with "blendfunc filter", and an adjusted texture with it.
Nothing else has changed. I keep the cross movement, because I personally like it more.
If you prefer the circle movement: I described above (and in readme.txt of V1.01) what must be changed to achieve it.
The new shader makes my "RED" Version much more intensive/depressing/frightening.
Download Link in updated first post.
Now I reached the end of my "DP New-Teleporter" journey, and will continue on my other projects.
Seven do you think it's possible to apply your new shader to DP_water?
Or, with your new skills can you fix the water? the old water seeems too bright...
Seven do you think it's possible to apply your new shader to DP_water?
Or, with your new skills can you fix the water? the old water seeems too bright...
(do someone have ideas for lava hot air shader?)
seven has done this here if thats what your after...
A really cool effect would be to "see" where the teleports will transport the player, like looking out the window.. Obviously with some nice effects as shown above
Is it something possible ?
Completely possible but would require a separate shader for every teleporter in the game and it would be "faked" (wouldn't show entities). Basically take a screenshot the moment you exit the teleporter and then save it as a texture and apply it to the teleporter.
I did not have the patience or time to fiddle with this stuff myself, not as much as I hoped anyway, so I would love to try out your versions Spinvis, looks promising!
Here you go, they are 7zipped so you'll need the latest 7zip to extract the content in your ID1 folder. Credits to Seven, inkub0 and Moon[Drunk] for the original DP Teleports.
Shooting through it is completely possible. Had it in my old mini-mod. Seeing through though would require engine editing. Can fake it like I said before - but it wouldn't show entities (like a player running infront of the exit)
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