Hello Talisa,
The shader visual changed since october 2011.
That is exactly what I meant in my post here.
I also used the august 2011 build until several days ago because of these reasons...
Now that so many positive things have been implemented since 20130301 builds, I started using a newer build (20130618 to be specific) myself.
I could modify my terrible red teleporter to look acceptable in the new auto's again.
Main reason for the different visual is the shader keyword “blendfunc” and its values (filter, add, blend, …)
They are handled very different since October 2011.
Regarding your question:
Yes, just like it was possible to modify the red teleporter, that I use to match the prior visual, you can adjust the stars teleporter to match the visual it had before October 2011 in the new ones.
It is mainly a tweaking of color and alpha values. Of course you need to change the blendfunc method/value too.
If you need support, we will help you of course.
In the meantime, please try this version. I commented all changes so that you can see what was modified. I used V1.2 as base and called it V1.3.
Maybe it already matches what you are looking for...
Hello Sza,
You mainly need the aniMap shader keyword to achieve what you described. And the tcMod shader keyword family. Fortunately DP supports these.
So yes, please post your textures of this whirl-effect and an animated teleporter can be done.
You can use up to 16 texture frames for it.
You say that you are a texture artist, so you can create this with ease.
Make the frames “loopable” (so that texture 16 and texture 1 match fluently)
I am looking forward to see your idea in-game. I like your idea.
By the way, Moon[Drunk] had a similar idea of an animated teleporter here but with sparkling stars instead of a whirl.
The only problem we might have is the scaling of the texture.
Original Quake has mainly 2 different teleporter types:
- Standard is narrow and tall (like the new TV ratio, but 90° turned). Example: start map.
- Big round teleporters (mainly found at end of map or episodes)
All teleporters use the same texture, that is why we can either finetune them for a) or b).
Anyway, each of the other will not match the texture ratio and we will have a whirl beside a whirl as a seamless texture
Best wishes,
Seven
The shader visual changed since october 2011.
That is exactly what I meant in my post here.
I also used the august 2011 build until several days ago because of these reasons...
Now that so many positive things have been implemented since 20130301 builds, I started using a newer build (20130618 to be specific) myself.
I could modify my terrible red teleporter to look acceptable in the new auto's again.
Main reason for the different visual is the shader keyword “blendfunc” and its values (filter, add, blend, …)
They are handled very different since October 2011.
Regarding your question:
Yes, just like it was possible to modify the red teleporter, that I use to match the prior visual, you can adjust the stars teleporter to match the visual it had before October 2011 in the new ones.
It is mainly a tweaking of color and alpha values. Of course you need to change the blendfunc method/value too.
If you need support, we will help you of course.
In the meantime, please try this version. I commented all changes so that you can see what was modified. I used V1.2 as base and called it V1.3.
Maybe it already matches what you are looking for...
Hello Sza,
You mainly need the aniMap shader keyword to achieve what you described. And the tcMod shader keyword family. Fortunately DP supports these.
So yes, please post your textures of this whirl-effect and an animated teleporter can be done.
You can use up to 16 texture frames for it.
You say that you are a texture artist, so you can create this with ease.
Make the frames “loopable” (so that texture 16 and texture 1 match fluently)
I am looking forward to see your idea in-game. I like your idea.
By the way, Moon[Drunk] had a similar idea of an animated teleporter here but with sparkling stars instead of a whirl.
The only problem we might have is the scaling of the texture.
Original Quake has mainly 2 different teleporter types:
- Standard is narrow and tall (like the new TV ratio, but 90° turned). Example: start map.
- Big round teleporters (mainly found at end of map or episodes)
All teleporters use the same texture, that is why we can either finetune them for a) or b).
Anyway, each of the other will not match the texture ratio and we will have a whirl beside a whirl as a seamless texture
Best wishes,
Seven
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