Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« on: December 29, 2011, 06:15:23 AM » |
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http://openarena.ws/board/index.php?topic=1945.msg42047#msg42047The latest oasago2 is in this post. It's almost done for 0.8.8... except for those flames and the fact that I suck at doing shaders. -.- I've tried to create duplicates of those shaders with better lighting, so I've checked the flame1, flameanim-blue and flameanim-red shaders at the oasfx.shader file in order to find something to change the lighting those flames emit, but so far, I haven't found anything, or I'm too dumb to notice that, and even the Q3A Shader Manual isn't very helpful at all. These are the shaders: textures/sfx/flame-oasago { qer_editorimage textures/sfx/flame1.tga surfaceparm nolightmap surfaceparm nomarks cull disable q3map_surfacelight 2000 q3map_flare flareShader-lava deformVertexes wave 194 sin 0 1 0 .6 { animmap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga blendfunc gl_src_alpha gl_one alphaGen wave sawtooth 0 1 0 10 } { animmap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga blendfunc gl_src_alpha gl_one alphaGen wave inversesawtooth 0 1 0 10 } { map textures/sfx/flameball.jpg blendfunc add rgbgen wave sin .4 .1 .5 2 } }
textures/sfx/flamered-oasago { qer_editorimage textures/sfx/r_flame1.tga surfaceparm nolightmap surfaceparm nomarks cull disable q3map_surfacelight 2000 q3map_flare flareShader-lava deformVertexes wave 194 sin 0 1 0 .6 { animmap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame3.tga textures/sfx/r_flame5.tga textures/sfx/r_flame7.tga blendfunc gl_src_alpha gl_one alphaGen wave sawtooth 0 1 0 10 } { animmap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame4.tga textures/sfx/r_flame6.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga blendfunc gl_src_alpha gl_one alphaGen wave inversesawtooth 0 1 0 10 } { map textures/sfx/r_flameball.jpg blendfunc add rgbgen wave sin .4 .1 .5 2 } }
textures/sfx/flameblue-oasago { qer_editorimage textures/sfx/b_flame1.tga surfaceparm nolightmap surfaceparm nomarks cull disable q3map_surfacelight 2000 q3map_flare flareShader-lava deformVertexes wave 194 sin 0 1 0 .6 { animmap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga blendfunc gl_src_alpha gl_one rgbGen wave sawtooth 0 1 0 10 } { animmap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga blendfunc gl_src_alpha gl_one rgbGen wave inversesawtooth 0 1 0 10 } { map textures/sfx/b_flameball.jpg blendfunc add rgbgen wave sin .4 .1 .5 2 } } Which thing should I look at for changing the shaders' lighting properties?
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Peter Silie
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« Reply #1 on: December 29, 2011, 06:31:27 AM » |
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As far as i see, there is just 1 cmd which has (active) impact on lightning: q3map_surfacelight 2000 But i am also noobish with shaders
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Udi
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i do my own stunts
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« Reply #2 on: December 29, 2011, 06:33:45 AM » |
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q3map_surfacelight 2000
Yes, that's the one.
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Neon_Knight
In the year 3000
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Trickster God.
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« Reply #3 on: December 29, 2011, 06:38:12 AM » |
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But what about the color? Can it be changed? For example, I want to change the red light the red flames emit into an orange one, and cyan for the blue ones.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Udi
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i do my own stunts
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« Reply #4 on: December 29, 2011, 06:50:54 AM » |
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But what about the color? Can it be changed?
Add a q3map_lightimage definition before the qer_editorimage: tutorial.
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Peter Silie
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« Reply #5 on: December 29, 2011, 07:02:08 AM » |
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But the line has to be deleted/commented out or am i wrong?
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andrewj
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« Reply #6 on: December 29, 2011, 07:09:15 AM » |
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But the line has to be deleted/commented out or am i wrong? The flame itself is fullbright and hence does not need any lightmap on it.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #7 on: December 29, 2011, 07:18:52 AM » |
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But what about the color? Can it be changed?
Add a q3map_lightimage definition before the qer_editorimage: tutorial. Hmmmm... that basically means that I have to create three more images?
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Peter Silie
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« Reply #8 on: December 29, 2011, 08:26:19 AM » |
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Or just use one of the textures, which are already in the existing pk3 files (maybe pulchrs "monochrome" textures from pul1ctf could be the choice).
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #9 on: December 29, 2011, 09:11:43 AM » |
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0.8.8 Sago: I've used the max possible settings in my PC, which isn't very powerful, hence the FPS. I'll take some screenshots in the other PC later.
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« Last Edit: December 29, 2011, 10:10:47 AM by Neon_Knight »
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Peter Silie
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« Reply #10 on: December 29, 2011, 11:21:12 AM » |
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Maybe the torches are too bright now?
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #11 on: December 29, 2011, 11:31:34 AM » |
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I should note that every torch has 3 light entities at the front with the values 60, 40 and 20.
BTW, the reason of why I wanted to change those colours is that the previous ones were too saturated, and that they somehow left a white color behind them, making them very unnatural.
Perhaps should I remove these light entities and try?
Here's how it looks in GTKRadiant:
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #12 on: December 29, 2011, 11:54:31 AM » |
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Here's how it looks without any light entity: (Also slightly modified the _minlight property in the worldspawn entity. Though I'm not really a fan of using ambient light, as it tends to wash the lighting) BTW, for those interested, here's a very good tutorial about lighting: http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Peter Silie
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« Reply #13 on: December 29, 2011, 12:10:53 PM » |
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i would prefer the new version. the torches could be supported by some more light entities if neccesary. In the case of oasago2 there is just a minimum of supporting lights needed, because many lightning entities are spreaded all over the map. the other case made them to bright - hey: they are just torches and no bonfire
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #14 on: December 29, 2011, 12:14:24 PM » |
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I've got a better idea, and it may work very well, now that I've read that link again.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #15 on: December 29, 2011, 03:21:42 PM » |
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Well, I hope to not to do more work on this and to FINALLY get 0.8.8 released.
Here's the (hopefully) FINAL version of my modifications.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #16 on: December 29, 2011, 03:42:27 PM » |
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Peter Silie
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« Reply #17 on: December 29, 2011, 03:43:08 PM » |
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The new torches are great and you also made some good "weapon signs"! but the overall lighting was better in the old version imho. maybe you should replace some of the 200 light entities around the map? (haven´t take a look @ map file)
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fromhell
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« Reply #18 on: December 29, 2011, 05:06:13 PM » |
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I disagree, they have too short of a lightradius
torches are meant to illuminate, their light should actually be a dark color like a brown (for yellow), a crimson (for red) and a dark slate (for blue)
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #19 on: December 29, 2011, 09:37:41 PM » |
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Here's Final3.
- Changed light color and radius of the flames. The overall lighting changed because of this. - Added Team Runes. - Minor changes.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Peter Silie
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Posts: 610
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« Reply #20 on: December 30, 2011, 03:21:06 AM » |
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I can´t realy tell you about the new lightning. I still prefer the old style, but i love the new bridge style. And i noticed the changes regarding the weapons (rail is on opposite platform now. well done!).
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #21 on: December 30, 2011, 05:33:36 AM » |
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Udi
Member
Cakes 25
Posts: 536
i do my own stunts
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« Reply #22 on: December 30, 2011, 06:12:53 AM » |
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The torch lights in final3 are much better than in final2, but maybe the crosses on the floor have too much light.
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sago007
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Open Arena Developer
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« Reply #23 on: December 30, 2011, 07:29:33 AM » |
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- Added Team Runes.
I think this map is way too small for team runes and I believe they will break the gameplay completely. Guard will give the player roughly 5 times as much health as any other player (taking regen into account) and scout has no real disadvantages. Running between flags in the shortest route without using the jump key takes about 12 seconds. Strafe jumping makes it much faster. It will take 5 direct rockets to kill a player with guard. The reload time of a rocket is about a second. It takes at least 5 seconds to kill a player with guard in one-on-one using a rocket launcher. 3 seconds if you have the doubler.
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There are nothing offending in my posts.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #24 on: December 30, 2011, 07:41:35 AM » |
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More pics. It would result in a waste of time and effort to not to include it. :/ By lei's asking, I've replaced the yellow lights at the bases with their bases' colors. Also some minor changes. (I'll be removing the runes, though the default for g_runes is 0)
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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