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Devlar
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Well the first shader error was the blurriness which i fixed but there is another one that was still there during the bluriness, if you see the white lines that go around the walls from far away they turn into dotted lines instead of remaining straight white lines
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Tekhead
Elite
Posts: 1110
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try cranking up antialiasing and all that good stuff.
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Devlar
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I'm running everything on max
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ReBoOt
Mean ol Swede
Team Member
Elite
Posts: 1294
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looks very nice devlar!!! why don't you post that shader so we can have a look at it? and please take a close up shot on that "bug"
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Devlar
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Notice the jaggedness of the horizontal lines?? textures/devcanyon_sfx/jailyell2 { qer_editorimage textures/devcanyon_sfx/jailyel2.tga q3map_lightimage textures/devcanyon_sfx/jailyel2.tga surfaceparm nodlight surfaceparm nolightmap surfaceparm nomarks q3map_lightsubdivide 32 q3map_surfacelight 900 nomipmaps { map textures/devcanyon_sfx/jailyel2.tga rgbGen identity } { map textures/devcanyon_sfx/jailyel_glow2.tga blendfunc add rgbGen wave sin 0.1 0.5 0 1 } }
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ReBoOt
Mean ol Swede
Team Member
Elite
Posts: 1294
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ok that shader has lights but no light map stage { map $lightmap rgbGen identity }
you might have to add a blendFunc too.
eg.
{ map $lightmap blendfunc gl_dst_color gl_zero rgbGen identity }
Im not that good at writing shaders but try to ask pho, tabun or angst
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« Last Edit: 2004-02-22, 22:46 by ReBoOt »
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Angst
Rabid Doomer
Team Member
Elite
Posts: 1011
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I see a 640x480 image that appears just fine, albiet lacking detail due to resolution decrease. If you could highlight a portion of the image instead of saying "Notice the jaggedness of the horizontal lines??" I THINK I know what you're talking about, and if it is what I'm thinking, that's a by-product of bilinear filtering, trilinear fixes a little bit, but lines blurring together in the distance is reasonably unavoidable.. IF that's the problem you're having.
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"Who says a chainsaw isn't a ranged weapon?"
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Devlar
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Hopefully this is more clear
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Devlar
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Finished another room, only 3 more left
Only problem is I have to make a green pillar for this room, kind of like the Tabpillar except larger and green, and I'm really not sure how
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Daedalus
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Wow Dev, thats lookin great. If you find out about those green pillar's, gimme a nod, cos I think im going to need a few for Grosse.
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Angst
Rabid Doomer
Team Member
Elite
Posts: 1011
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I THINK I see what the problem is with the lines, I don't think it's a shader, I think it's the angle you're looking at it from. Similar to a z-buffer error, the white lines are just BARELY visible from that angle. Trilinear filtering MIGHT help some, but I really think it has to do with resolution/angle.
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"Who says a chainsaw isn't a ranged weapon?"
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Daedalus
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Ok, Grosse (Doom 2 Map 32) is In progress. I started it, scrapped it, started it, edited most of it and then got quite frustrated with a few things (damn Radiant :angry: ) Heres the Start room ala Me :
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Phoenix
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That looks a bit big, even for Grosse. Are we going to get Wolf-ish wall textures later on?
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I fly into the night, on wings of fire burning bright...
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Daedalus
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The picture is decieving, it isnt really that big And I tried wolf textures, but it just got boring, fast. So I'm remixing it with a Base theme. The pillars in the main room are lookin smooth Ive decided to only allow 2 of the pillars to open (Unlike in Doom where 4 did). The MH and BFG inside will both have a respawn time of ~30 and the pillars take about 7.5 seconds to open fully. So I dont think the problem of camping will come up. We'll have to see though EDIT: Plus its a pretty open map, so I dont think someone will be able to stealthily camp the items for too long.
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« Last Edit: 2004-03-13, 10:37 by Daedalus »
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Daedalus
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Ok, updated the first room. Have a ganders I'll start on the main room asap.
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Devlar
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That's looking pretty shinny there Daedalus
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Daedalus
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Im trying my best to use as many standard textures as possible. So far the only nonstandard ones ive used are the door and the sides of the door. I think I can get away with that
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