Page 6 of 8
Posted: Sat Apr 09, 2005 1:28 pm
by Rookie One.pl
I do.
Actually, all that's needed is a basic knowledge of TIKIs, shaders and a little bit of artistic skills.

Posted: Sat Apr 09, 2005 2:16 pm
by jv_map
The fog isn't too bad I think... though you really need to add another layer to that sand ground texture shader (maybe even same texture but scale it up much... then blend with const alpha) so that it doesn't look so tily.
Posted: Sat Apr 09, 2005 5:36 pm
by wacko
Rookie One wrote:I do.
So what would I have to do 1st, to turn let's say the german worker into a cowboy?
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)...
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?
Posted: Sat Apr 09, 2005 5:54 pm
by Rookie One.pl
A micro skinning tutorial:
1. Make a proper directory structure somewhere, eg.:
Code: Select all
c:\cowboy---+
|
+---models---+
| |
| +---player
+---scripts
|
+---textures---+
|
+---models---+
|
+---wildmaps
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.
Posted: Sat Apr 09, 2005 6:53 pm
by jv_map
You can fake an alpha channel with alphagen in the shader

, e.g.
alphaGen const 0.5
creates a constant mid-tone alpha channel

Posted: Sat Apr 09, 2005 11:14 pm
by wacko
@jv thanks a lot. So I made a shader
Code: Select all
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
}
}
Is this it? Or is there a better way?
Posted: Sat Apr 09, 2005 11:29 pm
by wacko
Rookie One.pl {sfx} wrote:A micro skinning tutorial
hehe, thanks! Maybe a bit too micro for my microbrains, but I'll try my best.

Posted: Sun Apr 10, 2005 1:12 am
by lizardkid
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

Posted: Sun Apr 10, 2005 7:28 am
by jv_map
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.
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
}
}
Scale of the large texture can probably be much larger (smaller number) than 0.7 too

Posted: Sun Apr 10, 2005 8:51 am
by wacko
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.
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:Scale of the large texture can probably be much larger (smaller number) than 0.7 too

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 rotate

) to reduce the tiling even more? Couldn't find anything in the Shader Manual

Posted: Sun Apr 10, 2005 9:18 am
by jv_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?
Uhm... did you light the map?
Wacko 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

tcMod transform can do it... but it's a little tricky to use

experiment a bit I'd say

Posted: Sun Apr 10, 2005 9:32 am
by wacko
jv_map wrote:Uhm... did you light the map?


Well, I did light the map, but there was nothing that could cast a shadow, so that's why there was no difference.

Ok then, thanks a lot for ur help.
I'll start playing around with tcMod transform now

Posted: Sun Apr 10, 2005 10:45 am
by wacko
I'm done with playing around
Code: Select all
S' = s * m00 + t * m10 + t0
T' = t * m01 + s * m11 + t1
This is for use by programmers.

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

Posted: Sun Apr 10, 2005 10:58 am
by jv_map
You don't have to compile again...

... vid_restart will do

Posted: Sun Apr 10, 2005 1:10 pm
by wacko
jv_map wrote:You don't have to compile again...

... vid_restart will do

Hell yes, u're right (again

). This way (and having two pcs) it wasn't that hard though I had no idea of what I did all the time

.
After doing quite a lot of shaders that do need a recompile, I didn't dare to believe this is possible
