Actually, all that's needed is a basic knowledge of TIKIs, shaders and a little bit of artistic skills.
work in progress: snowhill
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Rookie One.pl
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So what would I have to do 1st, to turn let's say the german worker into a cowboy?Rookie One wrote:I do.
Ooops, u said so before and u were right. I forgot to do this, but now, I don't know what such a shader would look like. Using the same (stock) savel texture again and blend it? Wouldn't it have to have an alpha channel?jv_map wrote:...add another layer to that sand ground texture shader (maybe even same texture but scale it up much... then blend with const alpha)...
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Rookie One.pl
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A micro skinning tutorial:
1. Make a proper directory structure somewhere, eg.:
2. Extract the TIKI of the player model you want to edit (e.g. models/player/german_worker.tik and models/player/german_worker_fps.tik) to c:\cowboy\models\player.
3. View the TIKIs, track down the shaders and textures for them.
4. Do whatever you like with the textures.
5. Make new shaders for them.
6. Change the TIKI's name and edit it so that it contains the right model and surface definitions.
7. Pack everything into a .pk3.
1. Make a proper directory structure somewhere, eg.:
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c:\cowboy---+
|
+---models---+
| |
| +---player
+---scripts
|
+---textures---+
|
+---models---+
|
+---wildmaps3. View the TIKIs, track down the shaders and textures for them.
4. Do whatever you like with the textures.
5. Make new shaders for them.
6. Change the TIKI's name and edit it so that it contains the right model and surface definitions.
7. Pack everything into a .pk3.
@jv thanks a lot. So I made a shaderIs this it? Or is there a better way?
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textures/savel/saveltest
{
qer_editorimage textures/algiers/savel_1.tga
qer_keyword rock
qer_keyword wall
surfaceparm sand
surfaceparm trans
{
map $lightmap
rgbGen identity
}
{
map textures/algiers/grndset_2af.tga
tcMod scale 0.7 0.7
}
{
map textures/algiers/savel_1.tga
alphagen const 0.5
blendfunc blend
}
}not sure if this was what jv was helping with but an overlay texture might be good to break any monotony.
just a basic texture like any other, only difference is it has a lot of holes and such and is used exclusively as a notsolid brush, like adding quick rips and holes in walls without making a new texture
just a basic texture like any other, only difference is it has a lot of holes and such and is used exclusively as a notsolid brush, like adding quick rips and holes in walls without making a new texture
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AND STUFF™ © 2006
Yes that's about what I had in mind Wacko
Only atm you are rendering 2 opaque maps over each other (1st and 2nd stage) so you'll see the first stage (lightmap). Hence bring the lightmap down and blend it.
Scale of the large texture can probably be much larger (smaller number) than 0.7 too 
Only atm you are rendering 2 opaque maps over each other (1st and 2nd stage) so you'll see the first stage (lightmap). Hence bring the lightmap down and blend it.
Code: Select all
textures/savel/saveltest
{
qer_editorimage textures/algiers/savel_1.tga
qer_keyword rock
qer_keyword wall
surfaceparm sand
surfaceparm trans
{
map textures/algiers/grndset_2af.tga
tcMod scale 0.7 0.7
}
{
map textures/algiers/savel_1.tga
alphagen const 0.5
blendfunc blend
}
{
map $lightmap
rgbGen identity
blendfunc filter
}
}
I tried both in a test map next to each other and I can't see any difference ingame. Did I miss something?jv_map wrote:Only atm you are rendering 2 opaque maps over each other (1st and 2nd stage) so you'll see the first stage (lightmap). Hence bring the lightmap down and blend it.
Mmm, I tried some other values and 0.7 looked best imho, around 0.2 looks kind of washed out... Is there a way to rotate one of the stages (not making it rotatejv_map wrote:Scale of the large texture can probably be much larger (smaller number) than 0.7 too
Uhm... did you light the map?Wacko wrote:I tried both in a test map next to each other and I can't see any difference ingame. Did I miss something?
tcMod transform can do it... but it's a little tricky to useWacko wrote:Is there a way to rotate one of the stages (not making it rotate) to reduce the tiling even more? Couldn't find anything in the Shader Manual
I'm done with playing around
This strongly makes me remember that I am NO programmer
What is s? what is t? what is my name?
Calling it "a little tricky to use"... Imagining to change parameters, compile, start mohaa to check - again and again for the next 2 years... no thnx
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S' = s * m00 + t * m10 + t0
T' = t * m01 + s * m11 + t1
This is for use by programmers.Calling it "a little tricky to use"... Imagining to change parameters, compile, start mohaa to check - again and again for the next 2 years... no thnx
Hell yes, u're right (againjv_map wrote:You don't have to compile again...... vid_restart will do
After doing quite a lot of shaders that do need a recompile, I didn't dare to believe this is possible


