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Forum: All Forums : Quake 4
Category: Q4 Scripting
Scripting and Coding for Quake 4
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Shader scripting
geshp
General Member
Since: Feb 12, 2005
Posts: 16
Last: Nov 4, 2006
[view latest posts]
Level 1
Category: Q4 Scripting
Posted: Saturday, Nov. 4, 2006 08:48 pm
I'm trying to make a shader for the startup screen. The tga graphic is 1024x1024 and I'd like to have it spinning from the center and visible only once. In order to make this look right, I have to scale it 1.414x (or .707 times per screen) with a tcmod scale .707 .707 command. When I do this, the texture starts in the upper-left corner instead of being centered. Does anyone know how to realign the graphic so the texture's center is center-screen?

quitmenuback
{
nopicmip
nomipmaps

{
map textures/effects/tunnel.tga
blendFunc GL_ONE GL_ZERO
tcmod scale .707 .707
tcmod rotate 45
}
}

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foyleman
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Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
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Category: Q4 Scripting
Posted: Tuesday, Nov. 7, 2006 01:24 am
I am not a shader expert, but maybe this will help:
Quote:
6.5 tcGen
Specifies how texture coordinates are generated and where they come from. Valid functions are base, lightmap and environment.

= base texture coordinates from the original art.
= lightmap texture coordinates
= Make this object environment mapped.

6.5.1 tcGen vector ( ) ( )
New texcoord generation by world projection. This allows you to project a
texture onto a surface in a fixed way, regardless of its orientation.

S coordinates correspond to the "x" coordinates on the texture itself.
T coordinates correspond to the "y" coordinates on the texture itself.

The measurements are in game units.

Example: tcGen vector (0.01 0 0) (0 0.01 0)
This would project a texture with a repeat every 100 units across the X/Y plane.


Taken from: http://www.heppler.com/shader/
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