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?
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