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Author Topic: Q3 mapmodel texture replacements.  (Read 2878 times)
Neon_Knight
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« 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.
« Last Edit: February 23, 2014, 05:15:02 pm by Neon_Knight » Logged


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fromhell
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« Reply #1 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.
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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
Neon_Knight
In the year 3000
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Cakes 49
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« Reply #2 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?
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fromhell
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« Reply #3 on: February 23, 2014, 09:25:59 pm »

Yes.   Also be aware that vertex light will force them to single stages.
Logged

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
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3657


Trickster God.


« Reply #4 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?
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"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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