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Author Topic: more_crosshairs: shader instead of tga's  (Read 7102 times)
jackthompson
Half-Nub


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« on: January 16, 2009, 06:15:46 AM »

here is the requested shader...

i also attached the patch again... and the (very quick and dirty) code that generated the shader...
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Neon_Knight
In the year 3000
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« Reply #1 on: January 16, 2009, 05:29:45 PM »

What do we need to test these CHs? Only the shader or something else? I can't see them on screen.
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chaoticsoldier
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« Reply #2 on: January 17, 2009, 12:38:09 AM »

I think this new shader file just replaces the "more_crosshairs.shader" in the "more_crosshairs.pk3"
Instead of having 6 different coloured copies of the same crosshair, you only need the one white copy and the shader will do the rest, making crosshair00.tga to crosshair59.tga obsolete.
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0101100101101111011101010010011101110110011001010010000001101010011101010111001101110100001000000111011101100001011100110111010001100101011001000010000001111001011011110111010101110010001000000111010001101001011011010110010100101110
jackthompson
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« Reply #3 on: January 17, 2009, 07:39:12 PM »

I think this new shader file just replaces the "more_crosshairs.shader" in the "more_crosshairs.pk3"
Instead of having 6 different coloured copies of the same crosshair, you only need the one white copy and the shader will do the rest, making crosshair00.tga to crosshair59.tga obsolete.

yep.. they will just take crosshaira.tga to crosshairj.tga and color them in red, yellow, cyan, green, blue or purple.. the patch makes the qvm cycle through crosshaira to crosshairj and then through crosshair%02d from 0 to 59..
« Last Edit: January 17, 2009, 07:42:54 PM by jackthompson » Logged
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