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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Shaders
Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 11:22 pm
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!!!   :s9:
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ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jan. 9, 2003 11:45 pm
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
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Friday, Jan. 10, 2003 01:51 am
I damnly need to make a tutorial...

Those bar are texture with an alpha channel.
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Galen~rb
General Member
Since: Dec 23, 2006
Posts: 367
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 03:32 am
The texture has to have an alpha channel plus the following shader (or something similiar):

Code Sample


textures/foldername/texturename
{
surfaceparm metalsteps
surfaceparm trans
surfaceparm alphashadow
  surfaceparm nomarks
cull none
      nopicmip
{
map textures/foldername/texturename.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}


...Or, so I'm told :D
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Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 19, 2003 07:23 pm
so how do these code samples work? do I right click on the (i.e.) mytexture.tga and click open with text document and type it in? cause the shader manual hasn't explained anything yet about how to type the code sample, mabe cause I'm not done reading it yet lol.
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ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 19, 2003 09:25 pm
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
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 19, 2003 11:31 pm
so after I make a mytexture.tga, I right click on that icon and click open with a Text document and type the code sample?
and then after i'm finished, I change it into .shader instead of .txt? if so, I go to that shaderED in the tools directory and do what the shader manual says in that program? lol this is getting pretty complicated, whats the best way to start, once you know shaders a little bit?
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Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 20, 2003 12:12 am
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
}
}

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
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 20, 2003 12:29 am
so I pretty much did it right then? only I didn't change anything in the shaderED thing lol! I still need to read the shader manual a little bit more, what do I have to do in the shaderED thing? what settings do I set it to make Q3map know that I want what I want?

oh and you say it should work when I compile it? how come when I load up EFR, my gate texture doesn't have the white lines around it? cause other shaders in EFR have white lines. i'll compile it and see if it works.
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ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 20, 2003 01:50 am
Looks like you did it correctly- although I'm not sure if you made an alpha channel for it or not.
Theres no need to use shaderED. As soon as you rename it from servos.txt to servos.shader, it becomes a shader file. q3map2 will read the shader no matter what commands you give it as long as you put the shader file in baseef/scripts as well as your pk3 file before you compile.

Btw: as soon as you put the shader in baseef/scripts and load up radiant, it should have that white outline around it.
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