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Topic: Shaders |
| Genral_CHANG~rb |
General Member Since: Dec 23, 2006 Posts: 2677 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Thursday, Jan. 9, 2003 11:22 pm |
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is there Tutorials on anywhere on the web about how shaders work? cause I want to make a texture like the "Bar" texture in Voyager, you know you see through those bars? I just want to know how to make shaders? is there a URL with tutorials? I searched for some, but cant seem to find it. HELP ME!!!  |
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| ZIpZZAm~rb |
General Member Since: Dec 23, 2006 Posts: 199 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Thursday, Jan. 9, 2003 11:45 pm |
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The Q3A Shader Manual is where I learned everything I know about shaders. |
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| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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| Galen~rb |
General Member Since: Dec 23, 2006 Posts: 367 Last: Dec 23, 2006 [view latest posts] |
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| Genral_CHANG~rb |
General Member Since: Dec 23, 2006 Posts: 2677 Last: Dec 23, 2006 [view latest posts] |
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| ZIpZZAm~rb |
General Member Since: Dec 23, 2006 Posts: 199 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Sunday, Jan. 19, 2003 09:25 pm |
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Yeah, that manual pretty much assums you already know what a shader file is and where to put it in the pk3 file.
You need to put this code into a shader file (uses .shader extension). To make a shader file, simply create a new text document, type in the code, and rename it from *.txt to *.shader . When you put the shader file in the pk3, it must be in the 'scripts' folder (scripts/filename.shader). You can put multiple shaders in one shader file, in other words, you can have 2 or more diffrent effects for 2 or more diffrent textures in one shader file, you not just limited to one shader in each shader file. |
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| Genral_CHANG~rb |
General Member Since: Dec 23, 2006 Posts: 2677 Last: Dec 23, 2006 [view latest posts] |
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| Genral_CHANG~rb |
General Member Since: Dec 23, 2006 Posts: 2677 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Monday, Jan. 20, 2003 12:12 am |
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so is this how I do it?: this is what I did first when I made my texture on photoshop, what i'm trying to make is a like a.....you know on WWII movies? with those pokey thingys on the gate in a prison camp? i'm trying to make it so you can see through it if you know what I mean, so the background is black, and I drew the pokey things, the black background is suppost to be the "See through" part, so I saved it as a .TGA file, and put it in my texture folder using this dir, textures/servos/gate.tga and I was told to create a text document and type this according to galen: | Code Sample | textures/servos/gate { surfaceparm metalsteps surfaceparm trans surfaceparm alphashadow surfaceparm nomarks cull none nopicmip { map textures/servos/gate.tga blendFunc GL_ONE GL_ZERO alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } }
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and thats it and save it as a servos.shader instead of servos.txt according to zippzam, and I was told to put that shader file in the scripts folder with this dir, STV:EF/baseEF/scripts, and am I suppost to open the shaderED program in the tools dir, and open the .shader file and do what the Shader manual said? then it becomes a shader file, therefor the texture is suppost to have white lines around it? man I probly need to review the shader manual again lol. |
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| Genral_CHANG~rb |
General Member Since: Dec 23, 2006 Posts: 2677 Last: Dec 23, 2006 [view latest posts] |
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| ZIpZZAm~rb |
General Member Since: Dec 23, 2006 Posts: 199 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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