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OpenArena Contributions => Graphics => Topic started by: Neon_Knight on February 22, 2014, 10:56:17 AM



Title: Q3 mapmodel texture replacements.
Post by: Neon_Knight on February 22, 2014, 10:56:17 AM
I've been pointing this since we've started with the Map compatibility. Texturing all of Q3/TA's mapmodels would highly boost the map compatibility, as this is most of the time the only thing that keeps a map from being 100% compatible. Most of the time it's only this and sounds, but that's for another thread.

The most common culprit is the classic Q3 teleporter. These are the textures it uses:
models/mapobjects/teleporter/energy
models/mapobjects/teleporter/teleporter
models/mapobjects/teleporter/teleporter_edge
models/mapobjects/teleporter/pad
models/mapobjects/teleporter/transparency
models/mapobjects/teleporter/widget

Then we have the statues. For the statues we can go the easy route and create just a concrete texture or reuse one of OA's concrete textures (the one in the acc_dm3 pack is a good candidate).
models/mapobjects/major_st
models/mapobjects/major_h_st
models/mapobjects/visor_st

There're also the light sources such as the one near the Launchpad to the Railgun in q3dm17.
models/mapobjects/kmlamp1
models/mapobjects/kmlamp_white
models/mapobjects/lamps/flare03

The wall lamps found across the gothic maps, most of the time.
models/mapobjects/gratelamp/gratelamp_b
models/mapobjects/gratelamp/gratelamp_flare
models/mapobjects/gratelamp/gratelamp

The spotlamp found across mostly the space maps.
models/mapobjects/spotlamp/spotlamp
models/mapobjects/spotlamp/spotlamp_l
models/mapobjects/spotlamp/beam

And the lateral torches.
models/mapobjects/storch/storch

And the skulls and skeletons.
models/mapobjects/skull/skull
models/mapobjects/skel/skel

I'll be adding more as long as I can remember them.


Title: Re: Q3 mapmodel texture replacements.
Post by: fromhell on February 23, 2014, 07:36:59 PM
Just do it as a .shader script. No need for new textures.  You might be able to even use tcMod scale values to fit OA skull textures onto Q3A skull model textures.


Title: Re: Q3 mapmodel texture replacements.
Post by: Neon_Knight on February 23, 2014, 09:19:06 PM
Better get cracking myself and learn how to properly do shaders, then...
Though I do wonder... doesn't multistage shaders affect performance?


Title: Re: Q3 mapmodel texture replacements.
Post by: fromhell on February 23, 2014, 09:25:59 PM
Yes.   Also be aware that vertex light will force them to single stages.


Title: Re: Q3 mapmodel texture replacements.
Post by: Neon_Knight on February 23, 2014, 09:49:12 PM
In those cases, wouldn't be better to use textures with shaders added only for the required effects? Or am I missing something?