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  • #91
    hmm now with the cubemaps added the transparency does look pretty weak, not?
    ill look into making them more transparent as you suggested JD

    .

    EDIT:
    also just for you JD, a preview-pic of HD textures for unforgiven: the start-map
    Last edited by talisa; 11-23-2013, 03:57 AM.
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

    Comment


    • #92
      @Talisa no problem. I am glad to see i could help you and its working Nice effect!

      What do you thing about new fluid textures? I have used a texture from this site http://www.polygonblog.com/wp-conten...underwater.jpg just to make only a small example fluid_top and fluid_side.





      Update: I think i know how to animate the side and top side of the water. DP is using stadard D3 shaders and materials so it should be no problem.
      Last edited by Sza; 11-23-2013, 05:02 AM.

      Comment


      • #93
        seeing as the flask is very small, the bubbles will look super-tiny on it.
        the texture also wouldnt really be fitting for liquid in a flask, its obviously meant for an underwater-view

        also, thanx but i dun really need any help with texturing.
        focus on your own project which you are doing a good job on

        .

        EDIT:
        also, its still liquid in a flask, it wouldnt make sense if it was animated
        Last edited by talisa; 11-23-2013, 05:19 AM.
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

        Comment


        • #94
          It was only a idea/example. I dont want to give u any textures or something like that. I wanted only to help a litlle bit. I could do a material in 5 sec and these bubbles will scroll to the top... naturally with a seamless tiled texture. No problem i will not help u anymore if you want so.

          Comment


          • #95
            thanx for the offer but nah, its fine as it is right now

            its a nice idea, but its still liquid in a flask and wouldnt make sense to have it animated
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

            Comment


            • #96
              Originally posted by talisa View Post
              @Sza
              what you wrote up in that second block is actually pretty much what was in my shader...


              One more time. Be careful! The data you have used is a MATERIAL not a shader! Dont forget it otherwise you can damage your computer!

              This is the difference between the materal and a shader. For example.

              material (dp material)

              Code:
              Lightmapped material with reflection cubemap and dpmeshcollisions
              
              textures/texturepackname/texturename 
              {
               dpreflectcube textures/texturepackname/reflect1
               dpmeshcollisions
               {
                 map $lightmap
                 rgbGen identity
                 tcGen lightmap
               }
               {
                 map textures/texturepackname/texturename
                 rgbGen identity
                 blendFunc GL_DST_COLOR GL_ZERO
               }
              
              }
              Shader (q2e water shader)

              Code:
              !!ARBvp1.0
              OPTION	ARB_position_invariant;
              
              # attrib[10]	is the surface tangent[0]
              # attrib[11]	is the surface tangent[1]
              
              # matrix[2]		is the mirror matrix
              
              # env[0]		is the eye origin in local space
              
              # local[0]		is the bump map scale
              # local[1]		is the bump map scroll
              # local[2]		is the sun light origin
              
              PARAM		transform[3] = { { 0.5, 0.0, 0.0, 0.5 }, { 0.0, 0.5, 0.0, 0.5 }, { 0.0, 0.0, 0.0, 1.0 } };
              
              TEMP		tmp;
              
              
              # Scale and scroll the bump map texcoord and put it into texcoord[0]
              MAD		result.texcoord[0], vertex.texcoord[0], program.local[0], program.local[1];
              
              # Copy the diffuse/specular map texcoord to texcoord[1]
              MOV		result.texcoord[1], vertex.texcoord[0];
              
              # Generate the reflection map texcoord and put it into texcoord[2]
              DP4		tmp.x, vertex.position, state.matrix.program[2].transpose.row[0];
              DP4		tmp.y, vertex.position, state.matrix.program[2].transpose.row[1];
              DP4		tmp.w, vertex.position, state.matrix.program[2].transpose.row[3];
              
              DP4		result.texcoord[2].x, tmp, transform[0];
              DP4		result.texcoord[2].y, tmp, transform[1];
              DP4		result.texcoord[2].w, tmp, transform[2];
              
              # Compute the eye vector in tangent space and put it into texcoord[3]
              SUB		tmp, program.env[0], vertex.position;
              
              DP3		result.texcoord[3].x, tmp, vertex.attrib[10];
              DP3		result.texcoord[3].y, tmp, vertex.attrib[11];
              DP3		result.texcoord[3].z, tmp, vertex.normal;
              
              # Compute the light vector in tangent space and put it into texcoord[4]
              SUB		tmp, program.local[2], vertex.position;
              
              DP3		result.texcoord[4].x, tmp, vertex.attrib[10];
              DP3		result.texcoord[4].y, tmp, vertex.attrib[11];
              DP3		result.texcoord[4].z, tmp, vertex.normal;
              
              END
              
              
              # =============================================================================
              
              !!ARBfp1.0
              OPTION	ARB_precision_hint_fastest;
              
              # texcoord[0]	is the bump map texcoord
              # texcoord[1]	is the diffuse/specular map texcoord
              # texcoord[2]	is the reflection map texcoord
              # texcoord[3]	is the eye vector in tangent space
              # texcoord[4]	is the light vector in tangent space
              
              # texture[0]	is the bump map
              # texture[1]	is the diffuse map
              # texture[2]	is the specular map
              # texture[3]	is the reflection map
              # texture[4]	is the refraction map
              
              # env[0]		is the fragment.position to 0.0 - 1.0 conversion
              # env[1]		is the 1.0 to _currentRender conversion
              # env[2]		is the light scale setting
              
              # local[0]		is the diffuse (water) color modulate
              # local[1]		is the specular (sun) color modulate
              # local[2]		is the specular (sun) exponent
              # local[3]		is the reflection deform magnitude
              # local[4]		is the refraction deform magnitude
              
              TEMP		eyeVec, lightVec, reflectionVec;
              TEMP		normal, diffuse, specular, reflection, refraction;
              TEMP		color, blend, fresnel, specularFalloff;
              TEMP		tmp;
              
              
              # Load the normal vector from the bump map
              TEX		normal, fragment.texcoord[0], texture[0], 2D;
              MAD		normal.xyz, normal, 2.0, -1.0;
              
              # Offset the diffuse/specular map texcoord
              ADD		tmp.xy, normal, fragment.texcoord[1];
              
              # Load the diffuse map with the modified texcoord
              TEX		diffuse, tmp, texture[1], 2D;
              MUL		diffuse.xyz, diffuse, program.env[2];
              MUL		diffuse.xyz, diffuse, program.local[0];
              
              # Load the specular map with the modified texcoord
              TEX		specular, tmp, texture[2], 2D;
              MUL		specular.xyz, specular, program.env[2];
              MUL		specular.xyz, specular, program.local[1];
              
              # Offset the reflection map texcoord
              MOV		tmp, fragment.texcoord[2];
              MAD		tmp.xy, normal, program.local[3], tmp;
              
              # Load the reflection map with the modified texcoord
              TXP		reflection, tmp, texture[3], 2D;
              
              # Offset the refraction map texcoord
              MUL		tmp, fragment.position, program.env[0];
              MAD_SAT	tmp.xy, normal, program.local[4], tmp;
              MUL		tmp.xy, tmp, program.env[1];
              
              # Load the refraction map with the modified texcoord
              TEX		refraction, tmp, texture[4], 2D;
              
              # Normalize the eye vector
              DP3		eyeVec.w, fragment.texcoord[3], fragment.texcoord[3];
              RSQ		eyeVec.w, eyeVec.w;
              MUL		eyeVec, eyeVec.w, fragment.texcoord[3];
              
              # Normalize the light vector
              DP3		lightVec.w, fragment.texcoord[4], fragment.texcoord[4];
              RSQ		lightVec.w, lightVec.w;
              MUL		lightVec, lightVec.w, fragment.texcoord[4];
              
              # Compute the reflection vector
              DP3		reflectionVec, normal, lightVec;
              MUL		reflectionVec, reflectionVec, 2.0;
              MAD		reflectionVec, reflectionVec, normal, -lightVec;
              
              # Compute specular lighting and bias the result so that it always has some specularity
              DP3_SAT	specularFalloff.w, reflectionVec, eyeVec;
              POW		specularFalloff.w, specularFalloff.w, program.local[2].w;
              ADD		specularFalloff.w, specularFalloff.w, 0.25;
              
              # Compute the fresnel term
              DP3		fresnel.w, normal, eyeVec;
              SUB		fresnel.w, 1.0, fresnel.w;
              
              # Compute diffuse + specular color
              MAD		color.xyz, specular, specularFalloff.w, diffuse;
              
              # Blend between the reflection and refraction maps
              LRP		blend.xyz, fresnel.w, reflection, refraction;
              
              # Add them together to become the final fragment color
              ADD		result.color.xyz, color, blend;
              
              # Alpha will be equal to the fresnel term
              MOV		result.color.w, fresnel.w;
              
              END
              Last edited by Sza; 11-23-2013, 09:57 AM.

              Comment


              • #97
                that top block of code you posted is a shader...
                ive worked with DP for 2 years, im pretty sure i know what a shader is

                you are comparing q2e shaders to DP shaders... those are 2 completely different engines,
                which seem to use very different types of shaders, you cant compare that with each other

                .

                there is no such thing as 'mtr files' in DarkPlaces....
                you might wanna read this, which comes right from the same link which you posted last time....
                Material creation for DP - DarkPlaces Wiki

                read what it says right there at the top...
                Material description (.shader) file


                these are Q3A SHADER files, not some mtr files which dun even exist in DP

                .

                just cuz it so happened that something you copied&pasted from a site contained something that helped me,
                doesnt mean you know everything better than me... or than anybody else here for that matter

                if you would mind stop acting like you are all-knowing and know everything better than everybody else here,
                that would be super and we might even become friends one day.

                just stop this whole stuck-up "i know everything better than you all and my stuff is best cuz i am the super-professional Sza"' act, k?
                try and learn some humbleness and dont act like you know everything better than everyone and stop acting like you are better than everybody

                cuz you obviously dont even know what you are talking about which you make quite obvious with your posts again and again
                Last edited by talisa; 11-23-2013, 10:26 AM.
                .
                are you curious about what all there is out there in terms of HD content for quake?
                > then make sure to check out my 'definitive' HD replacement content thread! <
                everything that is out there for quake and both mission-packs, compiled into one massive thread

                Comment


                • #98
                  in other news.... i just started on the chest


                  .

                  any suggestions for the look of lock at front and for look of the hinges?

                  and anybody have an interpretation of what the brown part on front and back of chest would look like?

                  cuz i honestly cant really make much of what its supposed to be
                  Last edited by talisa; 11-23-2013, 11:31 AM.
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • #99
                    Originally posted by talisa View Post
                    just cuz it so happened that something you copied&pasted from a site contained something that helped me,
                    doesnt mean you know everything better than me... or than anybody else here for that matter

                    if you would mind stop acting like you are all-knowing and know everything better than everybody else here,
                    that would be super and we might even become friends one day.

                    just stop this whole stuck-up "i know everything better than you all and my stuff is best cuz i am the super-professional Sza"' act, k?
                    try and learn some humbleness and dont act like you know everything better than everyone and stop acting like you are better than everybody

                    cuz you obviously dont even know what you are talking about which you make quite obvious with your posts again and again
                    Girl is everything okay with you??? BTW: I think that 2 years is not enough against more than 15 years...

                    Now you are acting like a kid... Have i sayd that i am the super pro or something? I just wanted to warn you because i care... what you are saying is wrong and it can for real damage your computer. I have showed you how to make a mtr and now you are trying to show me my links to teach me from these... you are making me laugh. I will ignore your every poist in the feature... NO ITS NOT A SHADER... ... Have fun.

                    Peace
                    Last edited by Sza; 11-23-2013, 12:23 PM.

                    Comment


                    • superb, thank you very much for getting lost

                      thats all
                      .
                      are you curious about what all there is out there in terms of HD content for quake?
                      > then make sure to check out my 'definitive' HD replacement content thread! <
                      everything that is out there for quake and both mission-packs, compiled into one massive thread

                      Comment


                      • More stuff? Argh!!! I'll test them in a few hours. I'm updating and modifying the HD texture pack for SoE.

                        Comment


                        • @ironwarfare
                          eyup, i just keep making more

                          im having a lot of fun with re-creating all these items in hi-poly
                          and im already halfway through the pickups from drake, so why stop now, right?
                          .
                          are you curious about what all there is out there in terms of HD content for quake?
                          > then make sure to check out my 'definitive' HD replacement content thread! <
                          everything that is out there for quake and both mission-packs, compiled into one massive thread

                          Comment


                          • something else i decided to also start on since its a really cool looking model and its very basic:

                            the end-bane (better known as: the ctf logo of DoE/ROGUE)
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • Where does that model appears? I don't remember

                              Comment


                              • i think it appears after defeating the 'dark lord' at the end of the unforgiven map-set

                                also, another update:

                                UV-mapped the model, and found a nice rock-texture which i edited for on the model

                                now to only add some fake shading to texture, and then this model will be ready for exporting
                                .
                                are you curious about what all there is out there in terms of HD content for quake?
                                > then make sure to check out my 'definitive' HD replacement content thread! <
                                everything that is out there for quake and both mission-packs, compiled into one massive thread

                                Comment

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